Cataclysm BN
Character Class Referenceabstract

#include <character.h>

Inheritance diagram for Character:
Creature visitable< Character > player avatar npc standard_npc

Classes

struct  has_mission_item_filter
 

Public Types

enum  water_tolerance { WT_IGNORED = 0 , WT_NEUTRAL , WT_GOOD , NUM_WATER_TOLERANCE }
 
using trap_map = std::map< tripoint, std::string >
 
- Public Types inherited from Creature
enum  Attitude : int { A_HOSTILE , A_NEUTRAL , A_FRIENDLY , A_ANY }
 Simplified attitude towards any creature: hostile - hate, want to kill, etc. More...
 

Public Member Functions

 Character (const Character &)=delete
 
Characteroperator= (const Character &)=delete
 
 ~Character () override
 
Characteras_character () override
 
const Characteras_character () const override
 
character_id getID () const
 
void setID (character_id i, bool force=false)
 
bool is_dead_state () const override
 Returns true if the character should be dead. More...
 
field_type_id bloodType () const override
 
field_type_id gibType () const override
 
bool is_warm () const override
 
bool in_species (const species_id &spec) const override
 
const std::string & symbol () const override
 
virtual int get_str () const
 Getters for stats exclusive to characters. More...
 
virtual int get_dex () const
 
virtual int get_per () const
 
virtual int get_int () const
 
virtual int get_str_base () const
 
virtual int get_dex_base () const
 
virtual int get_per_base () const
 
virtual int get_int_base () const
 
virtual int get_str_bonus () const
 
virtual int get_dex_bonus () const
 
virtual int get_per_bonus () const
 
virtual int get_int_bonus () const
 
int get_speed () const override
 
virtual int ranged_dex_mod () const
 
virtual int ranged_per_mod () const
 
virtual void set_str_bonus (int nstr)
 Setters for stats exclusive to characters. More...
 
virtual void set_dex_bonus (int ndex)
 
virtual void set_per_bonus (int nper)
 
virtual void set_int_bonus (int nint)
 
virtual void mod_str_bonus (int nstr)
 
virtual void mod_dex_bonus (int ndex)
 
virtual void mod_per_bonus (int nper)
 
virtual void mod_int_bonus (int nint)
 
void print_health () const
 
virtual int get_healthy () const
 Getters for health values exclusive to characters. More...
 
virtual int get_healthy_mod () const
 
virtual void mod_healthy (int nhealthy)
 Modifiers for health values exclusive to characters. More...
 
virtual void mod_healthy_mod (int nhealthy_mod, int cap)
 
virtual void set_healthy (int nhealthy)
 Setters for health values exclusive to characters. More...
 
virtual void set_healthy_mod (int nhealthy_mod)
 
int get_stored_kcal () const
 Getter for need values exclusive to characters. More...
 
int max_stored_kcal () const
 
float get_kcal_percent () const
 
int get_thirst () const
 
std::pair< std::string, nc_colorget_thirst_description () const
 
std::pair< std::string, nc_colorget_hunger_description () const
 
std::pair< std::string, nc_colorget_fatigue_description () const
 
int get_fatigue () const
 
int get_sleep_deprivation () const
 
std::pair< std::string, nc_colorget_pain_description () const override
 
virtual void mod_stored_kcal (int nkcal)
 Modifiers for need values exclusive to characters. More...
 
virtual void mod_stored_nutr (int nnutr)
 
virtual void mod_thirst (int nthirst)
 
virtual void mod_fatigue (int nfatigue)
 
virtual void mod_sleep_deprivation (int nsleep_deprivation)
 
virtual void set_stored_kcal (int kcal)
 Setters for need values exclusive to characters. More...
 
virtual void set_thirst (int nthirst)
 
virtual void set_fatigue (int nfatigue)
 
virtual void set_sleep_deprivation (int nsleep_deprivation)
 
void mod_stat (const std::string &stat, float modifier) override
 
m_size get_size () const override
 Get size class of character. More...
 
void recalculate_size ()
 Recalculate size class of character. More...
 
void recalc_speed_bonus ()
 Calculates the various speed bonuses we will get from mutations, etc. More...
 
std::string disp_name (bool possessive=false, bool capitalize_first=false) const override
 Returns either "you" or the player's name. More...
 
std::string skin_name () const override
 Returns the name of the player's outer layer, e.g. More...
 
virtual factionget_faction () const
 
void set_fac_id (const std::string &my_fac_id)
 
float get_dodge_base () const override
 Combat getters. More...
 
float get_hit_base () const override
 
float get_dodge () const override
 
float dodge_roll () override
 
float get_melee () const override
 Returns melee skill level, to be used to throttle dodge practice. More...
 
const tripointpos () const override
 
int sight_range (int light_level) const override
 Returns the player's sight range. More...
 
int unimpaired_range () const
 Returns the player maximum vision range factoring in mutations, diseases, and other effects. More...
 
bool overmap_los (const tripoint_abs_omt &omt, int sight_points)
 Returns true if overmap tile is within player line-of-sight. More...
 
int overmap_sight_range (int light_level) const
 Returns the distance the player can see on the overmap. More...
 
int clairvoyance () const
 Returns the distance the player can see through walls. More...
 
bool sight_impaired () const
 Returns true if the player has some form of impaired sight. More...
 
bool has_alarm_clock () const
 Returns true if the player or their vehicle has an alarm clock. More...
 
bool has_watch () const
 Returns true if the player or their vehicle has a watch. More...
 
void action_taken ()
 Called after every action, invalidates player caches. More...
 
bool is_on_ground () const override
 Returns true if the player is knocked over or has broken legs. More...
 
int swim_speed () const
 Returns the player's speed for swimming across water tiles. More...
 
void add_miss_reason (const std::string &reason, unsigned int weight)
 Adds a reason for why the player would miss a melee attack. More...
 
void clear_miss_reasons ()
 Clears the list of reasons for why the player would miss a melee attack. More...
 
std::string get_miss_reason ()
 Returns an explanation for why the player would miss a melee attack. More...
 
void knock_back_to (const tripoint &to) override
 Knocks the character to a specified tile. More...
 
float fall_damage_mod () const override
 Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels) More...
 
int impact (int force, const tripoint &pos) override
 Deals falling/collision damage with terrain/creature at pos. More...
 
int hp_percentage () const override
 Returns overall % of HP remaining. More...
 
void regen (int rate_multiplier)
 Handles passive regeneration of pain and maybe hp. More...
 
void enforce_minimum_healing ()
 
itembest_quality_item (const quality_id &qual)
 get best quality item that this character has More...
 
virtual void update_health (int external_modifiers=0)
 Handles health fluctuations over time. More...
 
void update_body ()
 Updates all "biology" by one turn. More...
 
void update_body (const time_point &from, const time_point &to)
 Updates all "biology" as if time between from and to passed. More...
 
void update_stomach (const time_point &from, const time_point &to)
 Updates the stomach to give accurate hunger messages. More...
 
void update_needs (int rate_multiplier)
 Increases hunger, thirst, fatigue and stimulants wearing off. More...
 
needs_rates calc_needs_rates () const
 
void check_needs_extremes ()
 Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings. More...
 
bool is_hibernating () const
 Returns if the player has hibernation mutation and is asleep and well fed. More...
 
void update_bodytemp (const map &m, const weather_manager &weather)
 Maintains body temperature. More...
 
void temp_equalizer (const bodypart_id &bp1, const bodypart_id &bp2)
 Equalizes heat between body parts. More...
 
int blood_loss (const bodypart_id &bp) const
 Define blood loss (in percents) More...
 
void reset_bonuses () override
 Resets the value of all bonus fields to 0. More...
 
void reset_stats () override
 Resets stats, and applies effects in an idempotent manner. More...
 
void reset () override
 Handles stat and bonus reset. More...
 
void environmental_revert_effect ()
 
void reset_encumbrance ()
 Recalculates encumbrance cache. More...
 
int encumb (body_part bp) const
 Returns ENC provided by armor, etc. More...
 
units::mass get_weight () const override
 Returns body weight plus weight of inventory and worn/wielded items. More...
 
char_encumbrance_data get_encumbrance () const
 Get encumbrance for all body parts. More...
 
char_encumbrance_data get_encumbrance (const item &new_item) const
 Get encumbrance for all body parts as if new_item was also worn. More...
 
int extraEncumbrance (layer_level level, int bp) const
 Get encumbrance penalty per layer & body part. More...
 
bool is_wearing_power_armor (bool *hasHelmet=nullptr) const
 Returns true if the character is wearing power armor. More...
 
bool is_wearing_active_power_armor () const
 Returns true if the character is wearing active power. More...
 
bool is_wearing_active_optcloak () const
 Returns true if the player is wearing an active optical cloak. More...
 
bool in_climate_control ()
 Returns true if the player is in a climate controlled area or armor. More...
 
bool is_blind () const
 Returns true if the player isn't able to see. More...
 
bool is_invisible () const
 
int visibility (bool check_color=false, int stillness=0) const
 Checks is_invisible() as well as other factors. More...
 
float active_light () const
 Returns character luminosity based on the brightest active item they are carrying. More...
 
bool sees_with_specials (const Creature &critter) const
 
body_part_set exclusive_flag_coverage (const std::string &flag) const
 Bitset of all the body parts covered only with items with flag (or nothing) More...
 
bool move_effects (bool attacking) override
 Processes effects which may prevent the Character from moving (bear traps, crushed, etc.). More...
 
void wait_effects ()
 
bool movement_mode_is (character_movemode mode) const
 Check against the character's current movement mode. More...
 
character_movemode get_movement_mode () const
 
virtual void set_movement_mode (character_movemode mode)=0
 
void expose_to_disease (diseasetype_id dis_type)
 Determine if character is susceptible to dis_type and if so apply the symptoms. More...
 
void process_turn () override
 Handles end-of-turn processing. More...
 
void process_effects_internal () override
 Processes human-specific effects of effects before calling Creature::process_effects(). More...
 
void hardcoded_effects (effect &it)
 Handles the still hard-coded effects. More...
 
void process_one_effect (effect &it, bool is_new) override
 Processes human-specific effects of an effect. More...
 
void process_items ()
 Process active items. More...
 
void recalc_hp ()
 Recalculates HP after a change to max strength. More...
 
void calc_all_parts_hp (float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
 Sets hp for all body parts. More...
 
void recalc_sight_limits ()
 Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change: More...
 
float get_vision_threshold (float light_level) const
 Returns the apparent light level at which the player can see. More...
 
void flag_encumbrance ()
 Flag encumbrance for updating. More...
 
void check_item_encumbrance_flag ()
 Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating. More...
 
bool natural_attack_restricted_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag. More...
 
bool can_use_grab_break_tec (const item &weap) const
 Returns true if the player is able to use a grab breaking technique. More...
 
bool can_miss_recovery (const item &weap) const
 Returns true if the player is able to use a miss recovery technique. More...
 
bool is_quiet () const
 Returns true if the player has quiet melee attacks. More...
 
bool is_stealthy () const
 Returns true if the player has stealthy movement. More...
 
bool uncanny_dodge () override
 Handles the uncanny dodge bionic and effects, returns true if the creature successfully dodges. More...
 
bool block_hit (Creature *source, bodypart_id &bp_hit, damage_instance &dam) override
 Checks for valid block abilities and reduces damage accordingly. More...
 
itembest_shield ()
 Returns the best item for blocking with. More...
 
bool handle_melee_wear (item &shield, float wear_multiplier=1.0f)
 Calculates melee weapon wear-and-tear through use, returns true if item is destroyed. More...
 
matec_id pick_technique (Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
 Returns a random valid technique. More...
 
void perform_technique (const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
 
void melee_attack (Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
 Sets up a melee attack and handles melee attack function calls. More...
 
std::string melee_special_effects (Creature &t, damage_instance &d, item &weap)
 Handles combat effects, returns a string of any valid combat effect messages. More...
 
void perform_special_attacks (Creature &t, dealt_damage_instance &dealt_dam)
 Performs special attacks and their effects (poisonous, stinger, etc.) More...
 
void reach_attack (const tripoint &p)
 Handles reach melee attack on point p. More...
 
float stability_roll () const override
 Returns value of player's stable footing. More...
 
std::vector< special_attackmutation_attacks (Creature &t) const
 Returns a vector of valid mutation attacks. More...
 
float bonus_damage (bool random) const
 Returns the bonus bashing damage the player deals based on their stats. More...
 
float get_melee_hit_base () const
 Returns weapon skill. More...
 
float hit_roll () const override
 Returns the player's basic hit roll that is compared to the target's dodge roll. More...
 
double crit_chance (float roll_hit, float target_dodge, const item &weap) const
 Returns the chance to critical given a hit roll and target's dodge roll. More...
 
bool scored_crit (float target_dodge, const item &weap) const
 Returns true if the player scores a critical hit. More...
 
int attack_cost (const item &weap) const
 Returns cost (in moves) of attacking with given item (no modifiers, like stuck) More...
 
float get_hit_weapon (const item &weap) const
 Gets melee accuracy component from weapon+skills. More...
 
void roll_all_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds all 3 types of physical damage to instance. More...
 
void roll_bash_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total bash damage to the damage instance. More...
 
void roll_cut_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total cut damage to the damage instance. More...
 
void roll_stab_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total stab damage to the damage instance. More...
 
void on_dodge (Creature *source, int difficulty) override
 This creature just dodged an attack - possibly special/ranged attack - from source. More...
 
void on_hit (Creature *source, bodypart_id bp_hit, dealt_projectile_attack const *proj) override
 This creature just got hit by an attack - possibly special/ranged attack - from source. More...
 
void did_hit (Creature &target)
 Handles special effects when the Character hits a Creature. More...
 
void apply_damage (Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
 Actually hurt the player, hurts a body_part directly, no armor reduction. More...
 
dealt_damage_instance deal_damage (Creature *source, bodypart_id bp, const damage_instance &d) override
 Calls Creature::deal_damage and handles damaged effects (waking up, etc.) More...
 
int reduce_healing_effect (const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
 Reduce healing effect intensity, return initial intensity of the effect. More...
 
void cough (bool harmful=false, int loudness=4)
 
void passive_absorb_hit (const bodypart_id &bp, damage_unit &du) const
 Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit. More...
 
void absorb_hit (const bodypart_id &bp, damage_instance &dam) override
 Runs through all bionics and armor on a part and reduces damage through their armor_absorb. More...
 
bool armor_absorb (damage_unit &du, item &armor)
 Reduces and mutates du, prints messages about armor taking damage. More...
 
float bionic_armor_bonus (const bodypart_id &bp, damage_type dt) const
 Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit. More...
 
int mabuff_armor_bonus (damage_type type) const
 Returns the armor bonus against given type from martial arts buffs. More...
 
std::map< bodypart_id, int > get_armor_fire (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns overall fire resistance. More...
 
bool has_trait (const trait_id &b) const override
 Returns true if the player has the entered trait. More...
 
bool has_base_trait (const trait_id &b) const
 Returns true if the player has the entered starting trait. More...
 
bool has_trait_flag (const std::string &b) const
 Returns true if player has a trait with a flag. More...
 
bool has_opposite_trait (const trait_id &flag) const
 Returns true if character has a trait which cancels the entered trait. More...
 
void toggle_trait (const trait_id &)
 Toggles a trait on the player and in their mutation list. More...
 
void set_mutation (const trait_id &)
 Add or removes a mutation on the player, but does not trigger mutation loss/gain effects. More...
 
void unset_mutation (const trait_id &)
 
void switch_mutations (const trait_id &switched, const trait_id &target, bool start_powered)
 Unset switched mutation and set target mutation instead. More...
 
void activate_mutation (const trait_id &mutation)
 
void deactivate_mutation (const trait_id &mut)
 
void mutation_spend_resources (const trait_id &mut)
 Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation). More...
 
bool can_mount (const monster &critter) const
 
void mount_creature (monster &z)
 
bool is_mounted () const
 
bool check_mount_will_move (const tripoint &dest_loc)
 
bool check_mount_is_spooked ()
 
void dismount ()
 
void forced_dismount ()
 
bool is_deaf () const
 
bool has_two_arms () const
 Returns true if the player has two functioning arms. More...
 
int get_working_arm_count () const
 Returns the number of functioning arms. More...
 
int get_working_leg_count () const
 Returns the number of functioning legs. More...
 
bool is_limb_disabled (const bodypart_id &limb) const
 Returns true if the limb is disabled(12.5% or less hp) More...
 
bool is_limb_hindered (hp_part limb) const
 Returns true if the limb is hindered(40% or less hp) More...
 
bool is_limb_broken (const bodypart_id &limb) const
 Returns true if the limb is broken. More...
 
bool can_run ()
 source of truth of whether a Character can run More...
 
void hurtall (int dam, Creature *source, bool disturb=true)
 Hurts all body parts for dam, no armor reduction. More...
 
int hitall (int dam, int vary, Creature *source)
 Harms all body parts for dam, with armor reduction. More...
 
void on_hurt (Creature *source, bool disturb=true)
 Handles effects that happen when the player is damaged and aware of the fact. More...
 
void heal (const bodypart_id &healed, int dam)
 Heals a body_part for dam. More...
 
void healall (int dam)
 Heals all body parts for dam. More...
 
hp_part body_window (const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
 Displays menu with body part hp, optionally with hp estimation after healing. More...
 
nc_color limb_color (const bodypart_id &bp, bool bleed, bool bite, bool infect) const
 
bool made_of (const material_id &m) const override
 
bool made_of_any (const std::set< material_id > &ms) const override
 
int posx () const override
 
int posy () const override
 
int posz () const override
 
void setx (int x)
 
void sety (int y)
 
void setz (int z)
 
void setpos (const tripoint &p) override
 
virtual tripoint global_square_location () const
 Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map. More...
 
tripoint global_sm_location () const
 Returns the location of the player in global submap coordinates. More...
 
tripoint_abs_omt global_omt_location () const
 Returns the location of the player in global overmap terrain coordinates. More...
 
void recalculate_enchantment_cache ()
 
void rebuild_mutation_cache ()
 
double bonus_from_enchantments (double base, enchant_vals::mod value, bool round=false) const
 Calculate bonus from enchantments for given base value. More...
 
bool has_mabuff (const mabuff_id &buff_id) const
 Returns true if the player has any martial arts buffs attached. More...
 
bool has_grab_break_tec () const override
 Returns true if the player has a grab breaking technique available. More...
 
float mabuff_tohit_bonus () const
 Returns the to hit bonus from martial arts buffs. More...
 
float mabuff_dodge_bonus () const
 Returns the dodge bonus from martial arts buffs. More...
 
int mabuff_block_bonus () const
 Returns the block bonus from martial arts buffs. More...
 
int mabuff_speed_bonus () const
 Returns the speed bonus from martial arts buffs. More...
 
int mabuff_arpen_bonus (damage_type type) const
 Returns the arpen bonus from martial arts buffs. More...
 
float mabuff_damage_mult (damage_type type) const
 Returns the damage multiplier to given type from martial arts buffs. More...
 
int mabuff_damage_bonus (damage_type type) const
 Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier. More...
 
int mabuff_attack_cost_penalty () const
 Returns the flat penalty to move cost of attacks. More...
 
float mabuff_attack_cost_mult () const
 Returns the multiplier on move cost of attacks. More...
 
void mutation_effect (const trait_id &mut)
 Handles things like removal of armor, etc. More...
 
void mutation_loss_effect (const trait_id &mut)
 Handles what happens when you lose a mutation. More...
 
bool has_active_mutation (const trait_id &b) const
 
void mutate ()
 Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way. More...
 
bool mutation_ok (const trait_id &mutation, bool force_good, bool force_bad) const
 Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing. More...
 
void mutate_category (const std::string &mut_cat)
 Picks a random valid mutation in a category and mutate_towards() it. More...
 
bool mutate_towards (std::vector< trait_id > muts, int num_tries=INT_MAX)
 Mutates toward one of the given mutations, upgrading or removing conflicts if necessary. More...
 
bool mutate_towards (const trait_id &mut)
 Mutates toward the entered mutation, upgrading or removing conflicts if necessary. More...
 
void remove_mutation (const trait_id &mut, bool silent=false)
 Removes a mutation, downgrading to the previous level if possible. More...
 
std::map< trait_id, float > mutation_chances () const
 Calculate percentage chances for mutations. More...
 
bool has_child_flag (const trait_id &flag) const
 Returns true if the player has the entered mutation child flag. More...
 
void remove_child_flag (const trait_id &flag)
 Removes the mutation's child flag from the player's list. More...
 
void set_highest_cat_level ()
 Recalculates mutation_category_level[] values for the player. More...
 
std::string get_highest_category () const
 Returns the highest mutation category. More...
 
void drench_mut_calc ()
 Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats) More...
 
void build_mut_dependency_map (const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
 Recursively traverses the mutation's prerequisites and replacements, building up a map. More...
 
bool is_category_allowed (const std::vector< std::string > &category) const
 Returns true if this category of mutation is allowed. More...
 
bool is_category_allowed (const std::string &category) const
 
bool is_weak_to_water () const
 
bool can_use_heal_item (const item &med) const
 Check for mutation disallowing the use of an healing item. More...
 
bool can_install_cbm_on_bp (const std::vector< bodypart_id > &bps) const
 
resistances mutation_armor (bodypart_id bp) const
 Returns resistances on a body part provided by mutations. More...
 
float mutation_armor (bodypart_id bp, damage_type dt) const
 
float mutation_armor (bodypart_id bp, const damage_unit &du) const
 
bool activate_bionic (bionic &bio, bool eff_only=false)
 Handles bionic activation effects of the entered bionic, returns if anything activated. More...
 
std::vector< bionic_idget_bionics () const
 
bionicget_bionic_state (const bionic_id &id)
 Get state of bionic with given id. More...
 
std::pair< int, int > amount_of_storage_bionics () const
 Returns amount of Storage CBMs in the corpse. More...
 
bool has_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id. More...
 
bool has_active_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id and it is powered on. More...
 
bool has_any_bionic () const
 Returns true if the player has any bionic. More...
 
bool can_fuel_bionic_with (const item &it) const
 Returns true if the character can fuel a bionic with the item. More...
 
std::vector< bionic_idget_bionic_fueled_with (const item &it) const
 Return bionic_id of bionics able to use it as fuel. More...
 
std::vector< bionic_idget_fueled_bionics () const
 Return bionic_id of fueled bionics. More...
 
bionic_id get_remote_fueled_bionic () const
 Returns bionic_id of first remote fueled bionic found. More...
 
bionic_id get_most_efficient_bionic (const std::vector< bionic_id > &bids) const
 Return bionic_id of bionic of most fuel efficient bionic. More...
 
std::vector< itype_idget_fuel_available (const bionic_id &bio) const
 Return list of available fuel for this bionic. More...
 
int get_fuel_type_available (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_fuel_capacity (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_total_fuel_capacity (const itype_id &fuel) const
 Return total space to store specified fuel. More...
 
void update_fuel_storage (const itype_id &fuel)
 Updates which bionic contain fuel and which is empty. More...
 
int get_mod_stat_from_bionic (const character_stat &Stat) const
 Get stat bonus from bionic. More...
 
void process_bionic (bionic &bio)
 Handles bionic effects over time of the entered bionic. More...
 
bool deactivate_bionic (bionic &bio, bool eff_only=false)
 Handles bionic deactivation effects of the entered bionic, returns if anything deactivated. More...
 
bool has_bionics () const
 Whether character has any bionics installed. More...
 
void clear_bionics ()
 Remove all bionics. More...
 
int get_used_bionics_slots (const bodypart_id &bp) const
 
int get_total_bionics_slots (const bodypart_id &bp) const
 
int get_free_bionics_slots (const bodypart_id &bp) const
 
bool has_enough_anesth (const itype *cbm, player &patient)
 Has enough anesthetic for surgery. More...
 
void introduce_into_anesthesia (const time_duration &duration, player &installer, bool needs_anesthesia)
 Handles process of introducing patient into anesthesia during Autodoc operations. More...
 
void remove_bionic (const bionic_id &b)
 Removes a bionic from my_bionics[]. More...
 
void add_bionic (const bionic_id &b)
 Adds a bionic to my_bionics[]. More...
 
float env_surgery_bonus (int radius)
 Calculate skill bonus from tiles in radius. More...
 
float bionics_adjusted_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate skill for (un)installing bionics. More...
 
int bionics_pl_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate non adjusted skill for (un)installing bionics. More...
 
bool can_install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Is the installation possible. More...
 
std::map< bodypart_id, int > bionic_installation_issues (const bionic_id &bioid) const
 
bool install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_install (bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
 Success or failure of installation happens here. More...
 
void do_damage_for_bionic_failure (int min_damage, int max_damage)
 
void bionics_install_failure (const std::string &installer, int difficulty, int success, float adjusted_skill)
 
bool can_uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Is The uninstallation possible. More...
 
bool uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_uninstall (bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
 Succes or failure of removal happens here. More...
 
void bionics_uninstall_failure (int difficulty, int success, float adjusted_skill)
 When a player fails the surgery. More...
 
bool uninstall_bionic (const bionic &target_cbm, monster &installer, player &patient, float adjusted_skill)
 Used by monster to perform surgery. More...
 
void bionics_uninstall_failure (monster &installer, player &patient, int difficulty, int success, float adjusted_skill)
 When a monster fails the surgery. More...
 
bool burn_fuel (bionic &bio, bool start=false)
 Convert fuel to bionic power. More...
 
void passive_power_gen (bionic &bio)
 Passively produce power from PERPETUAL fuel. More...
 
itype_id find_remote_fuel (bool look_only=false)
 Find fuel used by remote powered bionic. More...
 
int consume_remote_fuel (int amount)
 Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful). More...
 
void reset_remote_fuel ()
 
void heat_emission (bionic &bio, int fuel_energy)
 Handle heat from exothermic power generation. More...
 
float get_effective_efficiency (bionic &bio, float fuel_efficiency)
 Applies modifier to fuel_efficiency and returns the resulting efficiency. More...
 
units::energy get_power_level () const
 
units::energy get_max_power_level () const
 
void mod_power_level (const units::energy &npower)
 
void mod_max_power_level (const units::energy &npower_max)
 
void set_power_level (const units::energy &npower)
 
void set_max_power_level (const units::energy &npower_max)
 
bool is_max_power () const
 
bool has_power () const
 
bool has_max_power () const
 
bool enough_power_for (const bionic_id &bid) const
 
void conduct_blood_analysis () const
 
bool is_worn (const item &thing) const
 
virtual bool invoke_item (item *, const tripoint &pt)
 Asks how to use the item (if it has more than one use_method) and uses it. More...
 
virtual bool invoke_item (item *, const std::string &, const tripoint &pt)
 As above, but with a pre-selected method. More...
 
virtual bool invoke_item (item *)
 As above two, but with position equal to current position. More...
 
virtual bool invoke_item (item *, const std::string &)
 
virtual bool dispose_item (item_location &&obj, const std::string &prompt=std::string())
 Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves. More...
 
bool has_enough_charges (const item &it, bool show_msg) const
 Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges. More...
 
bool consume_charges (item &used, int qty)
 Consume charges of a tool or comestible item, potentially destroying it in the process. More...
 
int item_handling_cost (const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when handling (e.g. More...
 
int item_store_cost (const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when storing an item in a container. More...
 
int item_wear_cost (const item &it) const
 Calculate (but do not deduct) the number of moves required to wear an item. More...
 
int amount_worn (const itype_id &id) const
 Returns the amount of item ‘type’ that is currently worn. More...
 
std::vector< item_locationnearby (const std::function< bool(const item *, const item *)> &func, int radius=1) const
 Returns nearby items which match the provided predicate. More...
 
std::list< itemremove_worn_items_with (std::function< bool(item &)> filter)
 Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked). More...
 
iteminvlet_to_item (int invlet)
 Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet. More...
 
itemi_at (int position)
 
const itemi_at (int position) const
 
int get_item_position (const item *it) const
 Returns the item position (suitable for i_at or similar) of a specific item. More...
 
std::vector< item * > wielded_items ()
 Returns all equipped items that require a limb to be held. More...
 
std::vector< const item * > wielded_items () const
 
itemused_weapon ()
 Legacy code hack, don't use. More...
 
const itemused_weapon () const
 
itemprimary_weapon ()
 Legacy code hack, don't use. More...
 
const itemprimary_weapon () const
 
int i_add_to_container (const item &it, bool unloading)
 Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full. More...
 
itemi_add (item it, bool should_stack=true)
 
item i_rem (int pos)
 Remove a specific item from player possession. More...
 
item i_rem (const item *it)
 Remove a specific item from player possession. More...
 
void i_rem_keep_contents (int idx)
 
bool i_add_or_drop (item &it, int qty=1)
 Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded. More...
 
std::bitset< std::numeric_limits< char >::max()> allocated_invlets () const
 Only use for UI things. More...
 
bool has_active_item (const itype_id &id) const
 Whether the player carries an active item of the given item type. More...
 
item remove_weapon ()
 
bool has_mission_item (int mission_id) const
 
void remove_mission_items (int mission_id)
 
int throw_range (const item &) const
 Maximum thrown range with a given item, taking all active effects into account. More...
 
bool unarmed_attack () const
 True if unarmed or wielding a weapon with the UNARMED_WEAPON flag. More...
 
int best_nearby_lifting_assist () const
 Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range. More...
 
int best_nearby_lifting_assist (const tripoint &world_pos) const
 Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g. More...
 
std::vector< item * > inv_dump ()
 
units::mass weight_carried () const
 
units::volume volume_carried () const
 
units::mass weight_carried_reduced_by (const excluded_stacks &without) const
 
units::volume volume_carried_reduced_by (const excluded_stacks &without) const
 
units::mass weight_capacity () const override
 
units::volume volume_capacity () const
 
units::volume volume_capacity_reduced_by (const units::volume &mod, const excluded_stacks &without={}) const
 
bool can_pick_volume (const item &it) const
 
bool can_pick_volume (units::volume volume) const
 
bool can_pick_weight (const item &it, bool safe=true) const
 
bool can_pick_weight (units::mass weight, bool safe=true) const
 
bool can_use (const item &it, const item &context=item()) const
 Checks if character stats and skills meet minimum requirements for the item. More...
 
ret_val< bool > can_wear (const item &it, bool with_equip_change=false) const
 Check character capable of wearing an item. More...
 
std::optional< std::list< item >::iterator > wear_possessed (item &to_wear, bool interactive=true)
 Wear specified item. More...
 
std::optional< std::list< item >::iterator > wear_item (const item &to_wear, bool interactive=true)
 Wear a copy of specified item. More...
 
ret_val< bool > can_takeoff (const item &it, const std::list< item > *res=nullptr) const
 Check if character is capable of taking off given item. More...
 
bool takeoff (item &it, std::list< item > *res=nullptr)
 Take off an item. More...
 
bool is_armed () const
 Returns true if the character is wielding something. More...
 
ret_val< bool > can_wield (const item &it) const
 Check whether character is capable of wielding given item. More...
 
virtual bool wield (item &target)=0
 Removes currently wielded item (if any) and replaces it with the target item. More...
 
ret_val< bool > can_unwield (const item &it) const
 Check whether character is capable of unwielding given item. More...
 
bool unwield ()
 Removes currently wielded item (if any) More...
 
ret_val< bool > can_swap (const item &it) const
 Check player capable of swapping the side of a worn item. More...
 
void drop_invalid_inventory ()
 
std::list< item * > get_dependent_worn_items (const item &it) const
 Returns all items that must be taken off before taking off this item. More...
 
void drop (item_location loc, const tripoint &where)
 Drops an item to the specified location. More...
 
virtual void drop (const drop_locations &what, const tripoint &target, bool stash=false)
 
virtual bool has_artifact_with (art_effect_passive effect) const
 
bool is_wielding (const item &target) const
 
bool covered_with_flag (const std::string &flag, const body_part_set &parts) const
 
bool is_waterproof (const body_part_set &parts) const
 
int leak_level (const std::string &flag) const
 
bool can_reload (const item &it, const itype_id &ammo=itype_id()) const
 Whether a tool or gun is potentially reloadable (optionally considering a specific ammo) More...
 
int item_reload_cost (const item &it, const item &ammo, int qty) const
 Calculate (but do not deduct) the number of moves required to reload an item with specified quantity of ammo. More...
 
bool is_wearing (const item &itm) const
 Returns true if the player is wearing the item. More...
 
bool is_wearing (const itype_id &it) const
 Returns true if the player is wearing an item of this type. More...
 
bool is_wearing_on_bp (const itype_id &it, const bodypart_id &bp) const
 Returns true if the player is wearing the item on the given body part. More...
 
bool worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns true if the player is wearing an item with the given flag. More...
 
const itemitem_worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns the first worn item with a given flag. More...
 
std::vector< std::string > get_overlay_ids () const
 Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest". More...
 
int get_skill_level (const skill_id &ident) const
 
int get_skill_level (const skill_id &ident, const item &context) const
 
const SkillLevelMapget_all_skills () const
 
SkillLevelget_skill_level_object (const skill_id &ident)
 
const SkillLevelget_skill_level_object (const skill_id &ident) const
 
void set_skill_level (const skill_id &ident, int level)
 
void mod_skill_level (const skill_id &ident, int delta)
 
bool meets_skill_requirements (const std::map< skill_id, int > &req, const item &context=item()) const
 Checks whether the character's skills meet the required. More...
 
bool meets_skill_requirements (const construction &con) const
 Checks whether the character's skills meet the required. More...
 
bool meets_stat_requirements (const item &it) const
 Checks whether the character's stats meets the stats required by the item. More...
 
bool meets_requirements (const item &it, const item &context=item()) const
 Checks whether the character meets overall requirements to be able to use the item. More...
 
std::string enumerate_unmet_requirements (const item &it, const item &context=item()) const
 Returns a string of missed requirements (both stats and skills) More...
 
int rust_rate () const
 Returns the player's skill rust rate. More...
 
void practice (const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
 This handles giving xp for a skill. More...
 
int read_speed (bool return_stat_effect=true) const
 Returns the player's reading speed. More...
 
time_point get_time_died () const
 return the calendar::turn the character expired More...
 
void set_time_died (const time_point &time)
 set the turn the turn the character died if not already done More...
 
void die (Creature *nkiller) override
 Empty function. More...
 
std::string get_name () const override
 
std::vector< std::string > get_grammatical_genders () const override
 
template<typename ... Args>
bool query_yn (const char *const msg, Args &&... args) const
 It is supposed to hide the query_yn to simplify player vs. More...
 
virtual bool query_yn (const std::string &msg) const =0
 
bool is_immune_field (const field_type_id &fid) const override
 Returns true if we are immune to the field type with the given fid. More...
 
bool is_elec_immune () const override
 Returns true is the player is protected from electric shocks. More...
 
bool is_immune_effect (const efftype_id &) const override
 Returns true if the player is immune to this kind of effect. More...
 
bool is_immune_damage (damage_type) const override
 Returns true if the player is immune to this kind of damage. More...
 
bool is_rad_immune () const
 Returns true if the player is protected from radiation. More...
 
bool is_throw_immune () const
 Returns true if the player is immune to throws. More...
 
bool has_nv ()
 Returns true if the player has some form of night vision. More...
 
float rest_quality () const
 Returns >0 if character is sitting/lying and relatively inactive. More...
 
float healing_rate (float at_rest_quality) const
 Average hit points healed per turn. More...
 
float healing_rate_medicine (float at_rest_quality, const bodypart_id &bp) const
 Average hit points healed per turn from healing effects. More...
 
float mutation_value (const std::string &val) const
 Goes over all mutations, gets min and max of a value with given name. More...
 
social_modifiers get_mutation_social_mods () const
 Goes over all mutations, returning the sum of the social modifiers. More...
 
nc_color basic_symbol_color () const override
 
nc_color symbol_color () const override
 
std::string extended_description () const override
 
void pick_name (bool bUseDefault=false)
 Returns a random name from NAMES_*. More...
 
std::vector< trait_idget_base_traits () const
 Get the idents of all base traits. More...
 
std::vector< trait_idget_mutations (bool include_hidden=true) const
 Get the idents of all traits/mutations. More...
 
const std::bitset< NUM_VISION_MODES > & get_vision_modes () const
 
void clear_skills ()
 Clear the skills map, setting all levels to 0. More...
 
void clear_mutations ()
 Empties the trait and mutations lists. More...
 
bool crossed_threshold () const
 Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold. More...
 
void add_addiction (add_type type, int strength)
 Adds an addiction to the player. More...
 
void rem_addiction (add_type type)
 Removes an addition from the player. More...
 
bool has_addiction (add_type type) const
 Returns true if the player has an addiction of the specified type. More...
 
int addiction_level (add_type type) const
 Returns the intensity of the specified addiction. More...
 
void start_hauling ()
 
void stop_hauling ()
 
bool is_hauling () const
 
bool has_item_with_flag (const std::string &flag, bool need_charges=false) const
 
std::vector< const item * > all_items_with_flag (const std::string &flag) const
 All items that have the given flag (item::has_flag). More...
 
bool has_charges (const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
 
std::list< itemuse_amount (itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool use_charges_if_avail (const itype_id &it, int quantity)
 
std::list< itemuse_charges (const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool has_fire (int quantity) const
 
void use_fire (int quantity)
 
void assign_stashed_activity ()
 
bool check_outbounds_activity (const player_activity &act, bool check_only=false)
 
void assign_activity (const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
 Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming. More...
 
void assign_activity (const player_activity &act, bool allow_resume=true)
 Assigns activity to player, possibly resuming old activity if it's similar enough. More...
 
bool has_activity (const activity_id &type) const
 Check if player currently has a given activity. More...
 
bool has_activity (const std::vector< activity_id > &types) const
 Check if player currently has any of the given activities. More...
 
void resume_backlog_activity ()
 
void cancel_activity ()
 
void cancel_stashed_activity ()
 
player_activity get_stashed_activity () const
 
void set_stashed_activity (const player_activity &act, const player_activity &act_back=player_activity())
 
bool has_stashed_activity () const
 
void initialize_stomach_contents ()
 
float metabolic_rate_base () const
 Stable base metabolic rate due to traits. More...
 
float metabolic_rate () const
 Current metabolic rate due to traits, hunger, speed, etc. More...
 
std::string get_weight_string () const
 
int get_max_healthy () const
 
float bmi () const
 
int bmr () const
 
void reset_chargen_attributes ()
 
int base_age () const
 
void set_base_age (int age)
 
void mod_base_age (int mod)
 
int age () const
 
std::string age_string () const
 
int base_height () const
 
void set_base_height (int height)
 
void mod_base_height (int mod)
 
std::string height_string () const
 
int height () const
 
units::mass bodyweight () const
 
units::mass bionics_weight () const
 
int get_armor_bash (bodypart_id bp) const override
 Returns overall bashing resistance for the body_part. More...
 
int get_armor_cut (bodypart_id bp) const override
 Returns overall cutting resistance for the body_part. More...
 
int get_armor_bullet (bodypart_id bp) const override
 Returns overall bullet resistance for the body_part. More...
 
int get_armor_bash_base (bodypart_id bp) const override
 Returns bashing resistance from the creature and armor only. More...
 
int get_armor_cut_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_armor_bullet_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_env_resist (bodypart_id bp) const override
 Returns overall env_resist on a body_part. More...
 
int get_armor_acid (bodypart_id bp) const
 Returns overall acid resistance for the body part. More...
 
int get_armor_type (damage_type dt, bodypart_id bp) const override
 Returns overall resistance to given type on the bod part. More...
 
std::map< bodypart_id, int > get_all_armor_type (damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 
int get_stim () const
 
void set_stim (int new_stim)
 
void mod_stim (int mod)
 
int get_rad () const
 
void set_rad (int new_rad)
 
void mod_rad (int mod)
 
int get_stamina () const
 
int get_stamina_max () const
 
void set_stamina (int new_stamina)
 
void mod_stamina (int mod)
 
void burn_move_stamina (int moves)
 
float stamina_move_cost_modifier () const
 
void update_stamina (int turns)
 Regenerates stamina. More...
 
void on_item_wear (const item &it)
 Called when an item is worn. More...
 
void on_item_takeoff (const item &it)
 Called when an item is taken off. More...
 
void on_worn_item_washed (const item &it)
 Called when an item is washed. More...
 
void on_effect_int_change (const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
 Called when effect intensity has been changed. More...
 
void on_mutation_gain (const trait_id &mid)
 Called when a mutation is gained. More...
 
void on_mutation_loss (const trait_id &mid)
 Called when a mutation is lost. More...
 
void on_stat_change (const std::string &stat, int value) override
 Called when a stat is changed. More...
 
void on_worn_item_transform (const item &old_it, const item &new_it)
 Called when a worn item is transformed. More...
 
void wake_up ()
 Removes "sleep" and "lying_down". More...
 
int get_shout_volume () const
 
void shout (std::string msg="", bool order=false)
 
void vomit ()
 Handles Character vomiting effects. More...
 
void healed_bp (int bp, int amount)
 
int adjust_for_focus (int amount) const
 
void update_type_of_scent (bool init=false)
 
void update_type_of_scent (const trait_id &mut, bool gain=true)
 
void set_type_of_scent (const scenttype_id &id)
 
scenttype_id get_type_of_scent () const
 
void restore_scent ()
 restore scent after masked_scent effect run out or is removed by water More...
 
void mod_painkiller (int npkill)
 Modifies intensity of painkillers
More...
 
void set_painkiller (int npkill)
 Sets intensity of painkillers
More...
 
int get_painkiller () const
 Returns intensity of painkillers
More...
 
void react_to_felt_pain (int intensity)
 
void mod_pain (int npain) override
 Modifies a pain value by player traits before passing it to Creature::mod_pain() More...
 
void set_pain (int npain) override
 Sets new intensity of pain an reacts to it. More...
 
int get_perceived_pain () const override
 Returns perceived pain (reduced with painkillers) More...
 
void spores ()
 
void blossoms ()
 
void rooted_message () const
 Handles rooting effects. More...
 
void rooted ()
 
void fall_asleep ()
 Adds "sleep" to the player. More...
 
void fall_asleep (const time_duration &duration)
 
std::string is_snuggling () const
 Checks to see if the player is using floor items to keep warm, and return the name of one such item if so. More...
 
float power_rating () const override
 Returns an approximation of the creature's strength. More...
 
float speed_rating () const override
 Returns an approximate number of tiles this creature can travel per turn. More...
 
itemitem_with_best_of_quality (const quality_id &qid)
 Returns the item in the player's inventory with the highest of the specified quality. More...
 
bool sees_with_infrared (const Creature &critter) const
 Check whether the this player can see the other creature with infrared. More...
 
void place_corpse ()
 
void place_corpse (const tripoint_abs_omt &om_target)
 
int run_cost (int base_cost, bool diag=false) const
 Returns the player's modified base movement cost. More...
 
const pathfinding_settingsget_pathfinding_settings () const override
 Returns settings for pathfinding. More...
 
std::set< tripointget_path_avoid () const override
 Returns a set of points we do not want to path through. More...
 
std::vector< Creature * > get_hostile_creatures (int range) const
 Get all hostile creatures currently visible to this player. More...
 
std::vector< Creature * > get_visible_creatures (int range) const
 Returns all creatures that this player can see and that are in the given range. More...
 
std::string visible_mutations (int visibility_cap) const
 Returns an enumeration of visible mutations with colors. More...
 
player_activity get_destination_activity () const
 
void set_destination_activity (const player_activity &new_destination_activity)
 
void clear_destination_activity ()
 
std::map< bodypart_id, int > warmth (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns warmth provided by armor, etc. More...
 
bool can_use_floor_warmth () const
 Can the player lie down and cover self with blankets etc. More...
 
int floor_warmth (const tripoint &pos) const
 Final warmth from the floor. More...
 
int bodytemp_modifier_traits (bool overheated) const
 Correction factor of the body temperature due to traits and mutations. More...
 
int bodytemp_modifier_traits_floor () const
 Correction factor of the body temperature due to traits and mutations for player lying on the floor. More...
 
int temp_corrected_by_climate_control (int temperature) const
 Value of the body temperature corrected by climate control. More...
 
bool in_sleep_state () const override
 
void update_vitamins (const vitamin_id &vit)
 Set vitamin deficiency/excess disease states dependent upon current vitamin levels. More...
 
int vitamin_get (const vitamin_id &vit) const
 Check current level of a vitamin. More...
 
bool vitamin_set (const vitamin_id &vit, int qty)
 Sets level of a vitamin or returns false if id given in vit does not exist. More...
 
int vitamin_mod (const vitamin_id &vit, int qty, bool capped=true)
 Add or subtract vitamins from character storage pools. More...
 
void vitamins_mod (const std::map< vitamin_id, int > &, bool capped=true)
 
time_duration vitamin_rate (const vitamin_id &vit) const
 Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects. More...
 
int nutrition_for (const item &comest) const
 Handles the nutrition value for a comestible. More...
 
ret_val< edible_ratingcan_eat (const item &food) const
 Can the food be [theoretically] eaten no matter the consequen ces? More...
 
ret_val< edible_ratingwill_eat (const item &food, bool interactive=false) const
 Same as can_eat, but takes consequences into account. More...
 
bool can_feed_furnace_with (const item &it) const
 Determine character's capability of recharging their CBMs. More...
 
rechargeable_cbm get_cbm_rechargeable_with (const item &it) const
 
int get_acquirable_energy (const item &it, rechargeable_cbm cbm) const
 
int get_acquirable_energy (const item &it) const
 
bool feed_furnace_with (item &it)
 Recharge CBMs whenever possible. More...
 
bool fuel_bionic_with (item &it)
 
void modify_stimulation (const islot_comestible &comest)
 Used to apply stimulation modifications from food and medication. More...
 
void modify_fatigue (const islot_comestible &comest)
 Used to apply fatigue modifications from food and medication. More...
 
void modify_radiation (const islot_comestible &comest)
 Used to apply radiation from food and medication. More...
 
void modify_addiction (const islot_comestible &comest)
 Used to apply addiction modifications from food and medication. More...
 
void modify_health (const islot_comestible &comest)
 Used to apply health modifications from food and medication. More...
 
bool consume_effects (item &food)
 Handles the effects of consuming an item. More...
 
bool can_consume (const item &it) const
 Check character's capability of consumption overall. More...
 
bool can_estimate_rot () const
 True if the character has enough skill (in cooking or survival) to estimate time to rot. More...
 
bool can_consume_as_is (const item &it) const
 Check whether character can consume this very item. More...
 
bool can_consume_for_bionic (const item &it) const
 
itemget_consumable_from (item &it) const
 Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise. More...
 
void consume (item_location loc)
 Consume item (food, fuel, medicine, ...) at given location loc . More...
 
bool consume_item (item &target)
 Consume given item (food, fuel, medicine, ...). More...
 
bool consume_med (item &target)
 Consume an item as medication. More...
 
bool eat (item &food, bool force=false)
 Used for eating entered comestible, returns true if comestible is successfully eaten. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Get calorie & vitamin contents for a comestible, taking into account character traits. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const itype_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Same, but across arbitrary recipes. More...
 
morale_type allergy_type (const item &food) const
 Returns allergy type or MORALE_NULL if not allergic for this character. More...
 
nutrients compute_effective_nutrients (const item &) const
 
bool wearing_something_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body part. More...
 
bool is_wearing_helmet () const
 Returns true if the character is wearing something occupying the helmet slot. More...
 
int head_cloth_encumbrance () const
 Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head. More...
 
double armwear_factor () const
 Same as footwear factor, but for arms. More...
 
int shoe_type_count (const itype_id &it) const
 Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither. More...
 
double footwear_factor () const
 Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither. More...
 
bool is_wearing_shoes (const side &which_side=side::BOTH) const
 Returns true if the player is wearing something on their feet that is not SKINTIGHT. More...
 
bool change_side (item &it, bool interactive=true)
 Swap side on which item is worn; returns false on fail. More...
 
bool change_side (item_location &loc, bool interactive=true)
 
bool get_check_encumbrance ()
 
void set_check_encumbrance (bool new_check)
 
void update_morale ()
 Ticks down morale counters and removes them. More...
 
void apply_persistent_morale ()
 Ensures persistent morale effects are up-to-date. More...
 
void modify_morale (item &food, int nutr=0)
 Used to apply morale modifications from food and medication. More...
 
int get_morale_level () const
 
void add_morale (const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
 
bool has_morale (const morale_type &type) const
 
int get_morale (const morale_type &type) const
 
void rem_morale (const morale_type &type)
 
void clear_morale ()
 
bool has_morale_to_read () const
 
bool has_morale_to_craft () const
 
const inventorycrafting_inventory (bool clear_path)
 
const inventorycrafting_inventory (const tripoint &src_pos=tripoint_zero, int radius=PICKUP_RANGE, bool clear_path=true)
 
void invalidate_crafting_inventory ()
 
const recipe_subsetget_learned_recipes () const
 Returns all known recipes. More...
 
bool knows_recipe (const recipe *rec) const
 
void learn_recipe (const recipe *rec)
 
bool can_learn_by_disassembly (const recipe &rec) const
 
bool check_and_recover_morale ()
 Checks permanent morale for consistency and recovers it when an inconsistency is found. More...
 
std::pair< int, int > fun_for (const item &comest) const
 Handles the enjoyability value for a comestible. More...
 
void suffer ()
 Handles a large number of timers decrementing and other randomized effects. More...
 
bool irradiate (float rads, bool bypass=false)
 Handles mitigation and application of radiation. More...
 
void mend (int rate_multiplier)
 Handles the chance for broken limbs to spontaneously heal to 1 HP. More...
 
void sound_hallu ()
 Creates an auditory hallucination. More...
 
void drench (int saturation, const body_part_set &flags, bool ignore_waterproof)
 Drenches the player with water, saturation is the percent gotten wet. More...
 
void apply_wetness_morale (int temperature)
 Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature. More...
 
std::vector< std::string > short_description_parts () const
 
std::string short_description () const
 
int print_info (const catacurses::window &w, int vStart, int vLines, int column) const override
 Write information about this creature. More...
 
bool can_hear (const tripoint &source, int volume) const
 
float hearing_ability () const
 
bool knows_trap (const tripoint &pos) const
 
void add_known_trap (const tripoint &pos, const trap &t)
 
bool avoid_trap (const tripoint &pos, const trap &tr) const override
 Called when character triggers a trap, returns true if they don't set it off. More...
 
nc_color bodytemp_color (int bp) const
 Define color for displaying the body temperature. More...
 
bool sees (const tripoint &t, bool is_player=false, int range_mod=0) const override
 
bool sees (const Creature &critter) const override
 The functions check whether this creature can see the target. More...
 
Attitude attitude_to (const Creature &other) const override
 Attitude (of this creature) towards another creature. More...
 
int get_lowest_hp () const
 
bool has_weapon () const override
 
void shift_destination (point shift)
 
void set_destination (const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
 
void clear_destination ()
 
bool has_distant_destination () const
 
bool is_auto_moving () const
 
bool has_destination () const
 
bool has_destination_activity () const
 
void start_destination_activity ()
 
std::vector< tripoint > & get_auto_move_route ()
 
action_id get_next_auto_move_direction ()
 
bool defer_move (const tripoint &next)
 
std::map< bodypart_id, float > bodypart_exposure ()
 Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked). More...
 
void set_underwater (bool x) override
 
void clear_npc_ai_info_cache (npc_ai_info key) const
 
void set_npc_ai_info_cache (npc_ai_info key, double val) const
 
std::optional< double > get_npc_ai_info_cache (npc_ai_info key) const
 
safe_reference< Characterget_safe_reference ()
 
bool pour_into (item &container, item &liquid)
 Try to pour the given liquid into the given container/vehicle. More...
 
bool pour_into (vehicle &veh, item &liquid)
 
- Public Member Functions inherited from Creature
virtual ~Creature ()
 
virtual bool is_player () const
 
virtual bool is_avatar () const
 
virtual bool is_npc () const
 
virtual bool is_monster () const
 
virtual monsteras_monster ()
 
virtual const monsteras_monster () const
 
virtual npcas_npc ()
 
virtual const npcas_npc () const
 
virtual playeras_player ()
 
virtual const playeras_player () const
 
virtual avataras_avatar ()
 
virtual const avataras_avatar () const
 
virtual bool is_fake () const
 Returns true for non-real Creatures used temporarily; i.e. More...
 
virtual void set_fake (bool fake_value)
 Sets a Creature's fake boolean. More...
 
virtual void bleed () const
 Adds an appropriate blood splatter. More...
 
Creatureauto_find_hostile_target (int range, int &boo_hoo, int area=0)
 For fake-players (turrets, mounted turrets) this functions chooses a target. More...
 
double ranged_target_size () const
 Size of the target this creature presents to ranged weapons. More...
 
void knock_back_from (const tripoint &p)
 
int size_melee_penalty () const
 
virtual int deal_melee_attack (Creature *source, int hitroll)
 
virtual void deal_melee_hit (Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
 
virtual void deal_projectile_attack (Creature *source, dealt_projectile_attack &attack)
 Attempts to harm a creature with a projectile. More...
 
virtual void deal_damage_handle_type (const damage_unit &du, bodypart_id bp, int &damage, int &pain)
 
virtual bool digging () const
 
virtual bool is_underwater () const
 
virtual bool is_hallucination () const =0
 
bool is_dangerous_fields (const field &fld) const
 Returns true if there is a field in the field set that is dangerous to us. More...
 
bool is_dangerous_field (const field_entry &entry) const
 Returns true if the given field entry is dangerous to us. More...
 
void check_dead_state ()
 This function checks the creatures is_dead_state and (if true) calls die. More...
 
void add_effect (const effect &eff, bool force=false, bool deferred=false)
 
virtual void add_effect (const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false)
 Adds or modifies an effect. More...
 
void add_effect (const efftype_id &eff_id, const time_duration &dur, body_part bp=num_bp, int intensity=0, bool force=false, bool deferred=false)
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp=num_bp, int intensity=1, bool force=false)
 Gives chance to save via environmental resist, returns false if resistance was successful. More...
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp, bool REMOVED, int intensity=1, bool force=false)=delete
 
bool remove_effect (const efftype_id &eff_id, body_part bp=num_bp)
 Removes a listed effect. More...
 
virtual bool remove_effect (const efftype_id &eff_id, const bodypart_str_id &bp)
 
void clear_effects ()
 Remove all effects. More...
 
bool has_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Check if creature has the matching effect. More...
 
bool has_effect (const efftype_id &eff_id, const bodypart_str_id &bp) const
 
bool has_effect_with_flag (const std::string &flag, body_part bp=num_bp) const
 Check if creature has any effect with the given flag. More...
 
const effectget_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Return the effect that matches the given arguments exactly. More...
 
effectget_effect (const efftype_id &eff_id, body_part bp=num_bp)
 
std::vector< const effect * > get_all_effects_of_type (const efftype_id &eff_id) const
 Returns pointers to all effects matching given type. More...
 
std::vector< effect * > get_all_effects_of_type (const efftype_id &eff_id)
 
time_duration get_effect_dur (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the duration of the matching effect. More...
 
int get_effect_int (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the intensity of the matching effect. More...
 
bool resists_effect (const effect &e) const
 Returns true if the creature resists an effect. More...
 
void set_value (const std::string &key, const std::string &value)
 
void remove_value (const std::string &key)
 
std::string get_value (const std::string &key) const
 
void process_effects ()
 Processes through all the effects on the Creature. More...
 
virtual void mod_pain_noresist (int npain)
 
virtual int get_pain () const
 
int get_moves () const
 
void mod_moves (int nmoves)
 
void set_moves (int nmoves)
 
virtual Creatureget_killer () const
 
virtual int get_num_blocks () const
 
virtual int get_num_dodges () const
 
virtual int get_num_blocks_bonus () const
 
virtual int get_num_dodges_bonus () const
 
virtual int get_num_dodges_base () const
 
virtual int get_armor_bash_bonus () const
 
virtual int get_armor_cut_bonus () const
 
virtual int get_armor_bullet_bonus () const
 
virtual float get_hit () const
 
virtual int get_hp (const bodypart_id &bp) const
 
virtual int get_hp () const
 
virtual int get_hp_max (const bodypart_id &bp) const
 
virtual int get_hp_max () const
 
virtual bool has_flag (const m_flag) const
 
anatomy_id get_anatomy () const
 
void set_anatomy (anatomy_id anat)
 
bodypart_id get_random_body_part (bool main=false) const
 
std::vector< bodypart_idget_all_body_parts (bool only_main=false) const
 Returns body parts this creature have. More...
 
const std::map< bodypart_str_id, bodypart > & get_body () const
 
void set_body ()
 
bodypartget_part (const bodypart_id &id)
 
bodypart get_part (const bodypart_id &id) const
 
int get_part_hp_cur (const bodypart_id &id) const
 
int get_part_hp_max (const bodypart_id &id) const
 
int get_part_healed_total (const bodypart_id &id) const
 
void set_part_hp_cur (const bodypart_id &id, int set)
 
void set_part_hp_max (const bodypart_id &id, int set)
 
void set_part_healed_total (const bodypart_id &id, int set)
 
void mod_part_hp_cur (const bodypart_id &id, int mod)
 
void mod_part_hp_max (const bodypart_id &id, int mod)
 
void mod_part_healed_total (const bodypart_id &id, int mod)
 
void set_all_parts_hp_cur (int set)
 
void set_all_parts_hp_to_max ()
 
virtual int get_speed_base () const
 
virtual int get_speed_bonus () const
 
virtual float get_speed_mult () const
 
virtual int get_block_bonus () const
 
virtual float get_dodge_bonus () const
 
virtual float get_hit_bonus () const
 
virtual void set_num_blocks_bonus (int nblocks)
 
virtual void mod_num_dodges_bonus (int ndodges)
 
virtual void set_armor_bash_bonus (int nbasharm)
 
virtual void set_armor_cut_bonus (int ncutarm)
 
virtual void set_armor_bullet_bonus (int nbulletarm)
 
virtual void set_speed_base (int nspeed)
 
virtual void set_speed_bonus (int nspeed)
 
virtual void set_speed_mult (float nspeed)
 
virtual void set_block_bonus (int nblock)
 
virtual void mod_speed_bonus (int nspeed)
 
virtual void mod_speed_mult (float nspeed)
 
virtual void mod_block_bonus (int nblock)
 
virtual void set_dodge_bonus (float ndodge)
 
virtual void set_hit_bonus (float nhit)
 
virtual void mod_dodge_bonus (float ndodge)
 
virtual void mod_hit_bonus (float nhit)
 
void draw (const catacurses::window &w, point origin, bool inverted) const
 
void draw (const catacurses::window &w, const tripoint &origin, bool inverted) const
 
void describe_infrared (std::vector< std::string > &buf) const
 Describe this creature as seen by the avatar via infrared vision. More...
 
void describe_specials (std::vector< std::string > &buf) const
 Describe this creature as detected by the avatar's special senses. More...
 
virtual void add_msg_if_player (const std::string &) const
 
virtual void add_msg_if_player (const game_message_params &, const std::string &) const
 
void add_msg_if_player (const translation &) const
 
void add_msg_if_player (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_player (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_if_npc (const std::string &) const
 
virtual void add_msg_if_npc (const game_message_params &, const std::string &) const
 
void add_msg_if_npc (const translation &) const
 
void add_msg_if_npc (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_npc (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_player_or_npc (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_npc (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_npc (const translation &, const translation &) const
 
void add_msg_player_or_npc (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_npc (const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
virtual void add_msg_player_or_say (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_say (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_say (const translation &, const translation &) const
 
void add_msg_player_or_say (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_say (const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
virtual bool is_symbol_highlighted () const
 
effects_map get_all_effects () const
 
body_part select_body_part (Creature *source, int hit_roll) const
 
std::string replace_with_npc_name (std::string input) const
 This function replaces the "<npcname>" substring with the disp_name of this creature. More...
 
- Public Member Functions inherited from visitable< Character >
VisitResponse visit_items (const std::function< VisitResponse(item *, item *)> &func)
 Traverses this object and any child items contained using a visitor pattern. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *, const item *)> &func) const
 
VisitResponse visit_items (const std::function< VisitResponse(item *)> &func)
 Lightweight version which provides only the current node. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *)> &func) const
 
itemfind_parent (const item &it)
 Determine the immediate parent container (if any) for an item. More...
 
const itemfind_parent (const item &it) const
 
std::vector< item * > parents (const item &it)
 Returns vector of parent containers (if any) starting with the innermost. More...
 
std::vector< const item * > parents (const item &it) const
 
bool has_item (const item &it) const
 Returns true if this visitable instance contains the item. More...
 
bool has_item_with (const std::function< bool(const item &)> &filter) const
 Returns true if any item (including those within a container) matches the filter. More...
 
bool has_quality (const quality_id &qual, int level=1, int qty=1) const
 Returns true if instance has amount (or more) items of at least quality level. More...
 
int max_quality (const quality_id &qual) const
 Return maximum tool quality level provided by instance or INT_MIN if not found. More...
 
int charges_of (const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
 Count maximum available charges from this instance and any contained items. More...
 
int amount_of (const itype_id &what, bool pseudo=true, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >) const
 Count items matching id including both this instance and any contained items. More...
 
bool has_amount (const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
 Check instance provides at least qty of an item (. More...
 
std::vector< item * > items_with (const std::function< bool(const item &)> &filter)
 Returns all items (including those within a container) matching the filter. More...
 
std::vector< const item * > items_with (const std::function< bool(const item &)> &filter) const
 
std::list< itemremove_items_with (const std::function< bool(const item &)> &filter, int count=INT_MAX)
 Removes items contained by this instance which match the filter. More...
 
item remove_item (item &it)
 Removes and returns the item which must be contained by this instance. More...
 

Static Public Member Functions

static hp_part bp_to_hp (body_part bp)
 Converts a body_part to an hp_part. More...
 
static body_part hp_to_bp (hp_part hpart)
 Converts an hp_part to a body_part. More...
 
static int worn_position_to_index (int position)
 
static int floor_bedding_warmth (const tripoint &pos)
 Warmth from terrain, furniture, vehicle furniture and traps. More...
 
static int floor_item_warmth (const tripoint &pos)
 Warmth from clothing on the floor. More...
 
- Static Public Member Functions inherited from Creature
static std::string attitude_raw_string (Attitude att)
 Simplified attitude string for unlocalized needs. More...
 
static const std::pair< translation, nc_color > & get_attitude_ui_data (Attitude att)
 Creature Attitude as String and color. More...
 
static void load_hit_range (const JsonObject &)
 
static void reset_hit_range ()
 

Public Attributes

bool death_drops = true
 
bool controlling_vehicle = false
 
int str_max = 0
 
int dex_max = 0
 
int int_max = 0
 
int per_max = 0
 
int str_cur = 0
 
int dex_cur = 0
 
int int_cur = 0
 
int per_cur = 0
 
int blocks_left = 0
 
int dodges_left = 0
 
double recoil = MAX_RECOIL
 
profession_id prof
 
std::string custom_profession
 
bool reach_attacking = false
 
pimpl< known_magicmagic
 
std::string name
 
bool male = true
 
std::list< itemworn
 
std::array< int, num_hp_partsdamage_bandaged
 
std::array< int, num_hp_partsdamage_disinfected
 
bool nv_cached = false
 
bool in_vehicle = false
 
bool hauling = false
 
player_activity stashed_outbounds_activity
 
player_activity stashed_outbounds_backlog
 
player_activity activity
 
std::list< player_activitybacklog
 
std::optional< tripointdestination_point
 
inventory inv
 
itype_id last_item
 
int scent = 0
 
pimpl< bionic_collectionmy_bionics
 
pimpl< character_martial_artsmartial_arts_data
 
stomach_contents stomach
 
pimpl< consumption_history_tconsumption_history
 
int oxygen = 0
 
int tank_plut = 0
 
int reactor_plut = 0
 
int slow_rad = 0
 
int focus_pool = 0
 
int cash = 0
 
std::set< character_idfollower_ids
 
weak_ptr_fast< Creaturelast_target
 
std::optional< tripointlast_target_pos
 
item_location ammo_location
 
std::set< tripoint_abs_omtcamps
 
time_point cached_time
 
std::vector< addictionaddictions
 
shared_ptr_fast< monstermounted_creature
 
int mounted_creature_id = 0
 
int activity_vehicle_part_index = -1
 
std::array< int, num_hp_partshealed_total
 
std::map< std::string, int > mutation_category_level
 
std::vector< tripoint_abs_omtomt_path
 Route for overmap scale traveling. More...
 
mutation_collection my_mutations
 Traits / mutations of the character. More...
 
time_point last_sleep_check = calendar::turn_zero
 
bool bio_soporific_powered_at_last_sleep_check = false
 
std::array< int, num_bptemp_cur
 
std::array< int, num_bpfrostbite_timer
 
std::array< int, num_bptemp_conv
 
std::array< int, num_bpbody_wetness
 
std::array< int, num_bpdrench_capacity
 
time_point next_climate_control_check
 
bool last_climate_control_ret = false
 
- Public Attributes inherited from Creature
FacingDirection facing = FD_RIGHT
 return the direction the creature is facing, for sdl horizontal flip More...
 
int moves = 0
 

Static Public Attributes

static const std::vector< material_idfleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
 
- Static Public Attributes inherited from Creature
static const std::map< std::string, m_sizesize_map
 
static const std::set< material_idcmat_flesh
 
static const std::set< material_idcmat_fleshnveg
 
static const std::set< material_idcmat_flammable
 
static const std::set< material_idcmat_flameres
 
static std::vector< int > dispersion_for_even_chance_of_good_hit = default_dispersion_for_ecogh
 

Protected Member Functions

void do_skill_rust ()
 
void apply_mods (const trait_id &mut, bool add_remove)
 Applies stat mods to character. More...
 
char_encumbrance_data calc_encumbrance () const
 Recalculate encumbrance for all body parts. More...
 
char_encumbrance_data calc_encumbrance (const item &new_item) const
 Recalculate encumbrance for all body parts as if new_item was also worn. More...
 
void mut_cbm_encumb (char_encumbrance_data &vals) const
 Applies encumbrance from mutations and bionics only. More...
 
std::list< item >::iterator position_to_wear_new_item (const item &new_item)
 Return the position in the worn list where new_item would be put by default. More...
 
void item_encumb (char_encumbrance_data &vals, const item &new_item) const
 Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items. More...
 
void on_damage_of_type (int adjusted_damage, damage_type type, const bodypart_id &bp) override
 
 Character ()
 
 Character (Character &&)
 
Characteroperator= (Character &&)
 
void store (JsonOut &json) const
 Load variables from json into object. More...
 
void load (const JsonObject &data)
 Gather variables for saving. More...
 
- Protected Member Functions inherited from Creature
void set_killer (Creature *killer)
 
 Creature ()
 
 Creature (const Creature &)=default
 
 Creature (Creature &&)=default
 
Creatureoperator= (const Creature &)=default
 
Creatureoperator= (Creature &&)=default
 
void store (JsonOut &jsout) const
 These two functions are responsible for storing and loading the members of this class to/from json data. More...
 
void load (const JsonObject &jsin)
 

Protected Attributes

std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bpmut_drench
 
tripoint position
 
int str_bonus = 0
 Bonuses to stats, calculated each turn. More...
 
int dex_bonus = 0
 
int per_bonus = 0
 
int int_bonus = 0
 
int healthy = 0
 How healthy the character is. More...
 
int healthy_mod = 0
 
int init_age = 25
 age in years at character creation More...
 
int init_height = 175
 height at character creation More...
 
m_size size_class = MS_MEDIUM
 Size class of character. More...
 
trap_map known_traps
 
pimpl< char_encumbrance_dataencumbrance_cache
 
std::unordered_set< trait_idmy_traits
 Contains mutation ids of the base traits. More...
 
std::vector< const mutation_branch * > cached_mutations
 Pointers to mutation branches in my_mutations. More...
 
pimpl< SkillLevelMap_skills
 Character skills. More...
 
pimpl< SkillLevelMapautolearn_skills_stamp
 Stamp of character skills. More...
 
pimpl< recipe_subsetlearned_recipes
 Subset of learned recipes. More...
 
std::bitset< NUM_VISION_MODESvision_mode_cache
 
float nv_range = 0
 
int sight_max = 0
 
time_point time_died = calendar::before_time_starts
 
pimpl< pathfinding_settingspath_settings
 Cache for pathfinding settings. More...
 
int faction_api_version = 2
 
faction_id fac_id
 
factionmy_fac = nullptr
 
character_movemode move_mode = CMM_WALK
 
std::map< vitamin_id, int > vitamin_levels
 Current deficiency/excess quantity for each vitamin. More...
 
pimpl< player_moralemorale
 
pimpl< enchantmentenchantment_cache
 
std::unordered_map< point_abs_omt, time_durationovermap_time
 Amount of time the player has spent in each overmap tile. More...
 
- Protected Attributes inherited from Creature
Creaturekiller = nullptr
 
pimpl< effects_mapeffects
 
std::unordered_map< std::string, std::string > values
 
int num_blocks = 0
 
int num_dodges = 0
 
int num_blocks_bonus = 0
 
int num_dodges_bonus = 0
 
int armor_bash_bonus = 0
 
int armor_cut_bonus = 0
 
int armor_bullet_bonus = 0
 
int speed_base = 0
 
int speed_bonus = 0
 
float speed_mult = 0.f
 
float dodge_bonus = 0.0
 
int block_bonus = 0
 
float hit_bonus = 0.0
 
bool fake = false
 

Private Member Functions

bool valid_aoe_technique (Creature &t, const ma_technique &technique)
 Check if an area-of-effect technique has valid targets. More...
 
bool valid_aoe_technique (Creature &t, const ma_technique &technique, std::vector< Creature * > &targets)
 
int get_mod (const trait_id &mut, const std::string &arg) const
 Retrieves a stat mod of a mutation. More...
 
void apply_skill_boost ()
 Applies skill-based boosts to stats. More...
 
void old_mutate ()
 
void suffer_water_damage (const mutation_branch &mdata)
 suffer() subcalls More...
 
void suffer_mutation_power (const mutation_branch &mdata, char_trait_data &tdata)
 
void suffer_while_underwater ()
 
void suffer_from_addictions ()
 
void suffer_while_awake (int current_stim)
 
void suffer_from_chemimbalance ()
 
void suffer_from_schizophrenia ()
 
void suffer_from_asthma (int current_stim)
 
void suffer_in_sunlight ()
 
void suffer_from_sunburn ()
 
void suffer_from_other_mutations ()
 
void suffer_from_radiation ()
 
void suffer_from_bad_bionics ()
 
void suffer_from_artifacts ()
 
void suffer_from_stimulants (int current_stim)
 
void suffer_without_sleep (int sleep_deprivation)
 
bool is_visible_in_range (const Creature &critter, int range) const
 Check whether the other creature is in range and can be seen by this creature. More...
 

Private Attributes

item weapon
 
player_activity destination_activity
 
character_id id
 
units::energy power_level
 
units::energy max_power_level
 
int stored_calories = 0
 Needs (hunger, starvation, thirst, fatigue, etc.) More...
 
int thirst = 0
 
int stamina = 0
 
int fatigue = 0
 
int sleep_deprivation = 0
 
bool check_encumbrance = true
 
int stim = 0
 
int pkill = 0
 
int radiation = 0
 
std::vector< tripointauto_move_route
 
std::optional< tripointnext_expected_position
 
scenttype_id type_of_scent
 
struct weighted_int_list< std::string > melee_miss_reasons
 
int cached_moves = 0
 
tripoint cached_position
 
inventory cached_crafting_inventory
 
std::array< double, npc_ai_info::num_npc_ai_infonpc_ai_info_cache
 
safe_reference_anchor anchor
 

Additional Inherited Members

Detailed Description

Definition at line 225 of file character.h.

Member Typedef Documentation

◆ trap_map

using Character::trap_map = std::map<tripoint, std::string>

Definition at line 2079 of file character.h.

Member Enumeration Documentation

◆ water_tolerance

Enumerator
WT_IGNORED 
WT_NEUTRAL 
WT_GOOD 
NUM_WATER_TOLERANCE 

Definition at line 788 of file character.h.

788 {
789 WT_IGNORED = 0,
791 WT_GOOD,
793 };
@ WT_NEUTRAL
Definition: character.h:790
@ WT_IGNORED
Definition: character.h:789
@ NUM_WATER_TOLERANCE
Definition: character.h:792

Constructor & Destructor Documentation

◆ Character() [1/3]

Character::Character ( const Character )
delete

◆ ~Character()

Character::~Character ( )
overridedefault

◆ Character() [2/3]

Character::Character ( )
protected

Definition at line 401 of file character.cpp.

401 :
403 damage_bandaged( {{ 0 }} ),
404 damage_disinfected( {{ 0 }} ),
406 id( -1 ),
409{
410 str_max = 0;
411 dex_max = 0;
412 per_max = 0;
413 int_max = 0;
414 str_cur = 0;
415 dex_cur = 0;
416 per_cur = 0;
417 int_cur = 0;
418 str_bonus = 0;
419 dex_bonus = 0;
420 per_bonus = 0;
421 int_bonus = 0;
422 healthy = 0;
423 healthy_mod = 0;
424 thirst = 0;
425 fatigue = 0;
427 set_rad( 0 );
428 tank_plut = 0;
429 reactor_plut = 0;
430 slow_rad = 0;
431 set_stim( 0 );
432 set_stamina( 10000 ); //Temporary value for stamina. It will be reset later from external json option.
433 set_anatomy( anatomy_id("human_anatomy") );
434 update_type_of_scent( true );
435 pkill = 0;
438 healed_total = { { 0, 0, 0, 0, 0, 0 } };
439
440 name.clear();
441 custom_profession.clear();
443
444 *path_settings = pathfinding_settings{ 0, 1000, 1000, 0, true, true, true, false, true };
445
447 next_expected_position = std::nullopt;
448 temp_cur.fill( BODYTEMP_NORM );
449 frostbite_timer.fill( 0 );
450 temp_conv.fill( BODYTEMP_NORM );
451
452 body_wetness.fill( 0 );
453
466 npc_ai_info_cache.fill(-1.0);
467}
string_id< anatomy > anatomy_id
Definition: anatomy.h:14
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
@ CMM_WALK
Definition: character.h:109
bool last_climate_control_ret
Definition: character.h:2292
character_movemode move_mode
Definition: character.h:2201
int str_max
Definition: character.h:259
std::array< int, num_bp > frostbite_timer
Definition: character.h:2287
void update_type_of_scent(bool init=false)
Definition: character.cpp:8700
int str_cur
Definition: character.h:264
int str_bonus
Bonuses to stats, calculated each turn.
Definition: character.h:2127
profession_id prof
Definition: character.h:573
int dex_cur
Definition: character.h:265
std::array< int, num_bp > temp_conv
Definition: character.h:2287
int max_stored_kcal() const
Definition: character.cpp:4323
int per_max
Definition: character.h:262
void set_stim(int new_stim)
Definition: character.cpp:7038
void set_stamina(int new_stamina)
Definition: character.cpp:7082
std::string name
Definition: character.h:1558
std::array< int, num_bp > body_wetness
Definition: character.h:2288
time_point next_climate_control_check
Definition: character.h:2291
int stored_calories
Needs (hunger, starvation, thirst, fatigue, etc.)
Definition: character.h:2248
int per_bonus
Definition: character.h:2129
time_point cached_time
Definition: character.h:1600
std::string custom_profession
Definition: character.h:574
int dex_bonus
Definition: character.h:2128
std::optional< tripoint > next_expected_position
Definition: character.h:2264
pimpl< pathfinding_settings > path_settings
Cache for pathfinding settings.
Definition: character.h:2190
std::array< int, num_hp_parts > damage_bandaged
Definition: character.h:1562
character_id id
Definition: character.h:2242
int healthy
How healthy the character is.
Definition: character.h:2133
int sleep_deprivation
Definition: character.h:2254
int int_cur
Definition: character.h:266
int int_max
Definition: character.h:261
int reactor_plut
Definition: character.h:1588
int fatigue
Definition: character.h:2253
std::array< int, num_bp > drench_capacity
Definition: character.h:2289
std::array< int, num_bp > temp_cur
Definition: character.h:2287
void initialize_stomach_contents()
Definition: stomach.cpp:195
std::array< int, num_hp_parts > healed_total
Definition: character.h:1774
void set_rad(int new_rad)
Definition: character.cpp:7053
int slow_rad
Definition: character.h:1589
std::array< double, npc_ai_info::num_npc_ai_info > npc_ai_info_cache
Definition: character.h:2273
int per_cur
Definition: character.h:267
int tank_plut
Definition: character.h:1587
int healthy_mod
Definition: character.h:2134
int dex_max
Definition: character.h:260
int thirst
Definition: character.h:2250
int int_bonus
Definition: character.h:2130
std::array< int, num_hp_parts > damage_disinfected
Definition: character.h:1562
void set_anatomy(anatomy_id anat)
Definition: creature.cpp:1543
static const profession_id & generic()
Definition: profession.cpp:248
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
static constexpr int BODYTEMP_NORM
Level 1 hotness.
Definition: weather.h:36

◆ Character() [3/3]

Character::Character ( Character &&  )
protecteddefault

Member Function Documentation

◆ absorb_hit()

void Character::absorb_hit ( const bodypart_id bp,
damage_instance dam 
)
overridevirtual

Runs through all bionics and armor on a part and reduces damage through their armor_absorb.

Implements Creature.

Definition at line 7998 of file character.cpp.

7999{
8000 std::list<item> worn_remains;
8001 bool armor_destroyed = false;
8002
8003 for( damage_unit &elem : dam.damage_units ) {
8004 if( elem.amount < 0 ) {
8005 // Prevents 0 damage hits (like from hallucinations) from ripping armor
8006 elem.amount = 0;
8007 continue;
8008 }
8009
8010 // The bio_ads CBM absorbs percentage melee damage and ranged damage (where possible) after armour.
8011 if( has_active_bionic( bio_ads ) && ( elem.amount > 0 ) && ( elem.type == DT_BASH ||
8012 elem.type == DT_CUT || elem.type == DT_STAB || elem.type == DT_BULLET ) ) {
8013 float elem_multi = 1;
8015 // HACK: Halves charge rate when hit for the next 3 turns, doesn't stack. See bionics.cpp for more information.
8016 bio.charge_timer = 6;
8017 // Bullet affected significantly more than stab, stab more than cut, cut more than bash.
8018 if( elem.type == DT_BASH ) {
8019 elem_multi = 0.8;
8020 } else if( elem.type == DT_CUT ) {
8021 elem_multi = 0.7;
8022 } else if( elem.type == DT_STAB ) {
8023 elem_multi = 0.55;
8024 } else if( elem.type == DT_BULLET ) {
8025 elem_multi = 0.25;
8026 }
8027 units::energy ads_cost = elem.amount * 500_J;
8028 if( bio.energy_stored >= ads_cost ) {
8029 dam.mult_damage( elem_multi );
8030 bio.energy_stored -= ads_cost;
8031 } else if( bio.energy_stored < ads_cost && bio.energy_stored != 0_kJ ) {
8032 // If you get hit and you lack energy it either deactivates, or deactivates and shorts out.
8033 // Either way you still get protection.
8034 dam.mult_damage( elem_multi );
8035 bio.energy_stored = 0_kJ;
8036 deactivate_bionic( bio );
8037 const units::energy shatter_thresh = ( elem.type == DT_BULLET ) ? 20_kJ : 15_kJ;
8038 if( ads_cost >= shatter_thresh ) {
8039 if( bio.incapacitated_time == 0_turns ) {
8040 add_msg_if_player( m_bad, _( "Your forcefield shatters and the feedback shorts out the %s!" ),
8041 bio.info().name );
8042 }
8043 int over = units::to_kilojoule( ads_cost - ( shatter_thresh - 5_kJ ) );
8044 bio.incapacitated_time += ( ( over / 5 ) ) * 1_turns;
8045 } else {
8046 add_msg_if_player( m_bad, _( "Your forcefield crackles and the %s powers down." ),
8047 bio.info().name );
8048 }
8049 } else {
8050 //You tried to (re)activate it and immediately enter combat, no mitigation for you.
8051 deactivate_bionic( bio );
8052 add_msg_if_player( m_bad, _( "The %s is interrupted and powers down." ), bio.info().name );
8053 }
8054 }
8055
8056 armor_enchantment_adjust( *this, elem );
8057
8058 // Only the outermost armor can be set on fire
8059 bool outermost = true;
8060 // The worn vector has the innermost item first, so
8061 // iterate reverse to damage the outermost (last in worn vector) first.
8062 for( auto iter = worn.rbegin(); iter != worn.rend(); ) {
8063 item &armor = *iter;
8064
8065 if( !armor.covers( bp->token ) ) {
8066 ++iter;
8067 continue;
8068 }
8069
8070 const std::string pre_damage_name = armor.tname();
8071 bool destroy = false;
8072
8073 item_armor_enchantment_adjust( *this, elem, armor );
8074 // Heat damage can set armor on fire
8075 // Even though it doesn't cause direct physical damage to it
8076 if( outermost && elem.type == DT_HEAT && elem.amount >= 1.0f ) {
8077 // TODO: Different fire intensity values based on damage
8078 fire_data frd{ 2 };
8079 destroy = armor.burn( frd );
8080 int fuel = roll_remainder( frd.fuel_produced );
8081 if( fuel > 0 ) {
8082 add_effect( effect_onfire, time_duration::from_turns( fuel + 1 ), bp->token, 0, false, true );
8083 }
8084 }
8085
8086 if( !destroy ) {
8087 destroy = armor_absorb( elem, armor );
8088 }
8089
8090 if( destroy ) {
8091 if( g->u.sees( *this ) ) {
8092 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ),
8093 m_neutral, _( "destroyed" ), m_info );
8094 }
8095 destroyed_armor_msg( *this, pre_damage_name );
8096 armor_destroyed = true;
8097 armor.on_takeoff( *this );
8098 for( const item *it : armor.contents.all_items_top() ) {
8099 worn_remains.push_back( *it );
8100 }
8101 // decltype is the type name of the iterator, note that reverse_iterator::base returns the
8102 // iterator to the next element, not the one the revers_iterator points to.
8103 // http://stackoverflow.com/questions/1830158/how-to-call-erase-with-a-reverse-iterator
8104 iter = decltype( iter )( worn.erase( --( iter.base() ) ) );
8105 } else {
8106 ++iter;
8107 outermost = false;
8108 }
8109 }
8110
8111 passive_absorb_hit( bp, elem );
8112
8113 if( elem.type == DT_BASH ) {
8114 if( has_trait( trait_LIGHT_BONES ) ) {
8115 elem.amount *= 1.4;
8116 }
8117 if( has_trait( trait_HOLLOW_BONES ) ) {
8118 elem.amount *= 1.8;
8119 }
8120 }
8121
8122 elem.amount = std::max( elem.amount, 0.0f );
8123 }
8124 map &here = get_map();
8125 for( item &remain : worn_remains ) {
8126 here.add_item_or_charges( pos(), remain );
8127 }
8128 if( armor_destroyed ) {
8130 }
8131}
static const trait_id trait_HOLLOW_BONES("HOLLOW_BONES")
static void destroyed_armor_msg(Character &who, const std::string &pre_damage_name)
Definition: character.cpp:7908
static const bionic_id bio_ads("bio_ads")
static void item_armor_enchantment_adjust(const Character &guy, damage_unit &du, const item &armor)
Definition: character.cpp:7922
static const trait_id trait_LIGHT_BONES("LIGHT_BONES")
static void armor_enchantment_adjust(const Character &guy, damage_unit &du)
Definition: character.cpp:7962
static const efftype_id effect_onfire("onfire")
bionic & get_bionic_state(const bionic_id &id)
Get state of bionic with given id.
Definition: character.cpp:1789
int posx() const override
Definition: character.h:794
int posy() const override
Definition: character.h:797
std::list< item > worn
Definition: character.h:1561
bool armor_absorb(damage_unit &du, item &armor)
Reduces and mutates du, prints messages about armor taking damage.
Definition: character.cpp:8133
void drop_invalid_inventory()
Definition: character.cpp:3174
void passive_absorb_hit(const bodypart_id &bp, damage_unit &du) const
Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.
Definition: character.cpp:7889
const tripoint & pos() const override
Definition: character.cpp:592
bool deactivate_bionic(bionic &bio, bool eff_only=false)
Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.
Definition: bionics.cpp:1143
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:101
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1810
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:987
virtual void add_msg_if_player(const std::string &) const
Definition: creature.h:601
std::list< item * > all_items_top()
returns a list of pointers to all top-level items
Definition: item.h:211
item_contents contents
Definition: item.h:2158
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4554
void on_takeoff(Character &p)
Callback when a character takes off an item.
Definition: item.cpp:4395
bool burn(fire_data &frd)
Burns the item.
Definition: item.cpp:8279
bool covers(body_part bp) const
Whether this item (when worn) covers the given body part.
Definition: item.cpp:743
Manage and cache data about a part of the map.
Definition: map.h:384
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4332
void add(point pos, direction p_oDir, const std::string &p_sText, game_message_type p_gmt, const std::string &p_sText2="", game_message_type p_gmt2=m_neutral, const std::string &p_sType="")
Definition: output.cpp:1757
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
@ DT_STAB
Definition: damage.h:27
@ DT_BASH
Definition: damage.h:24
@ DT_CUT
Definition: damage.h:25
@ DT_BULLET
Definition: damage.h:31
@ DT_HEAT
Definition: damage.h:28
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
std::unique_ptr< game > g
Definition: game.cpp:281
map & get_map()
Definition: map.cpp:147
constexpr value_type to_kilojoule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:46
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
scrollingcombattext SCT
Definition: output.cpp:65
int roll_remainder(double value)
Definition: rng.cpp:96
translation name
Definition: bionics.h:34
const bionic_data & info() const
Definition: bionics.h:174
int charge_timer
Definition: bionics.h:157
units::energy energy_stored
Definition: bionics.h:167
time_duration incapacitated_time
Definition: bionics.h:165
std::vector< damage_unit > damage_units
Definition: damage.h:52
void mult_damage(double multiplier, bool pre_armor=false)
Definition: damage.cpp:48
float amount
Definition: damage.h:37
damage_type type
Definition: damage.h:36
Contains the state of a fire in one tile on one turn.
Definition: fire.h:18
Definition: point.h:35
#define _(msg)
Definition: translations.h:116

References _, scrollingcombattext::add(), Creature::add_effect(), map::add_item_or_charges(), Creature::add_msg_if_player(), item_contents::all_items_top(), damage_unit::amount, armor_absorb(), armor_enchantment_adjust(), bio_ads, item::burn(), bionic::charge_timer, item::contents, item::covers(), damage_instance::damage_units, deactivate_bionic(), destroyed_armor_msg(), drop_invalid_inventory(), DT_BASH, DT_BULLET, DT_CUT, DT_HEAT, DT_STAB, effect_onfire, bionic::energy_stored, time_duration::from_turns(), g, get_bionic_state(), get_map(), has_active_bionic(), has_trait(), bionic::incapacitated_time, bionic::info(), item_armor_enchantment_adjust(), m_bad, m_info, m_neutral, damage_instance::mult_damage(), bionic_data::name, NORTH, item::on_takeoff(), passive_absorb_hit(), pos(), posx(), posy(), remove_color_tags(), roll_remainder(), SCT, item::tname(), units::to_kilojoule(), trait_HOLLOW_BONES, trait_LIGHT_BONES, damage_unit::type, and worn.

◆ action_taken()

void Character::action_taken ( )

Called after every action, invalidates player caches.

Definition at line 803 of file character.cpp.

804{
805 nv_cached = false;
806}
bool nv_cached
Definition: character.h:1563

References nv_cached.

Referenced by game::do_turn().

◆ activate_bionic()

bool Character::activate_bionic ( bionic bio,
bool  eff_only = false 
)

Handles bionic activation effects of the entered bionic, returns if anything activated.

Definition at line 625 of file bionics.cpp.

626{
627 const bool mounted = is_mounted();
628 if( bio.incapacitated_time > 0_turns ) {
629 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be activated." ),
630 bio.info().name );
631 return false;
632 }
633
634 // eff_only means only do the effect without messing with stats or displaying messages
635 if( !eff_only ) {
636 if( bio.powered ) {
637 // It's already on!
638 return false;
639 }
640 if( !enough_power_for( bio.id ) ) {
641 add_msg_if_player( m_info, _( "You don't have the power to activate your %s." ),
642 bio.info().name );
643 return false;
644 }
645
646 // HACK: burn_fuel() doesn't check for available fuel in remote source on start.
647 // If CBM is successfully activated, the check will occur when it actually tries to draw power
648 if( !bio.info().is_remote_fueled ) {
649 if( !burn_fuel( bio, true ) ) {
650 return false;
651 }
652 }
653
654 // We can actually activate now, do activation-y things
656
657 bio.powered = bio.info().has_flag( flag_BIONIC_TOGGLED ) || bio.info().charge_time > 0;
658
659 if( bio.info().charge_time > 0 ) {
660 bio.charge_timer = bio.info().charge_time;
661 }
662 if( !bio.id->enchantments.empty() ) {
664 }
665 }
666
667 auto add_msg_activate = [&]() {
668 if( !eff_only && !bio.is_auto_start_keep_full() ) {
669 add_msg_if_player( m_info, _( "You activate your %s." ), bio.info().name );
670 } else if( get_player_character().sees( pos() ) ) {
671 add_msg( m_info, _( "%s activates their %s." ), disp_name(),
672 bio.info().name );
673 }
674 };
675 auto refund_power = [&]() {
676 if( !eff_only ) {
678 }
679 };
680
681 item tmp_item;
682 const w_point &weatherPoint = get_weather().get_precise();
683
684 map &here = get_map();
685 // On activation effects go here
686 if( bio.info().has_flag( flag_BIONIC_GUN ) ) {
687 add_msg_activate();
688 refund_power(); // Power usage calculated later, in avatar_action::fire
690 bio.info().power_activate );
691 } else if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
693 add_msg_if_player( m_info, _( "Deactivate your %s first!" ), primary_weapon().tname() );
694 refund_power();
695 bio.powered = false;
696 return false;
697 }
698
699 if( !primary_weapon().is_null() ) {
700 const std::string query = string_format( _( "Stop wielding %s?" ), primary_weapon().tname() );
701 if( !dispose_item( item_location( *this, &primary_weapon() ), query ) ) {
702 refund_power();
703 bio.powered = false;
704 return false;
705 }
706 }
707
708 add_msg_activate();
709 primary_weapon() = item( bio.info().fake_item );
710 primary_weapon().invlet = '#';
711 if( bio.ammo_count > 0 ) {
714 }
715 } else if( bio.id == bio_ears && has_active_bionic( bio_earplugs ) ) {
716 add_msg_activate();
717 for( bionic &bio : *my_bionics ) {
718 if( bio.id == bio_earplugs ) {
719 bio.powered = false;
720 add_msg_if_player( m_info, _( "Your %s automatically turn off." ),
721 bio.info().name );
722 }
723 }
724 } else if( bio.id == bio_earplugs && has_active_bionic( bio_ears ) ) {
725 add_msg_activate();
726 for( bionic &bio : *my_bionics ) {
727 if( bio.id == bio_ears ) {
728 bio.powered = false;
729 add_msg_if_player( m_info, _( "Your %s automatically turns off." ),
730 bio.info().name );
731 }
732 }
733 } else if( bio.id == bio_evap ) {
734 add_msg_activate();
735 const w_point &weatherPoint = get_weather().get_precise();
736 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
737 g->is_sheltered( g->u.pos() ) );
738 // thirst units = 5 mL
739 int water_available = std::lround( humidity * 3.0 / 100.0 );
740 if( water_available == 0 ) {
741 bio.powered = false;
742 add_msg_if_player( m_bad, _( "There is not enough humidity in the air for your %s to function." ),
743 bio.info().name );
744 return false;
745 } else if( water_available == 1 ) {
747 _( "Your %s issues a low humidity warning. Efficiency will be reduced." ),
748 bio.info().name );
749 }
750 } else if( bio.id == bio_tools ) {
751 add_msg_activate();
753 } else if( bio.id == bio_cqb ) {
754 add_msg_activate();
755 const avatar *you = as_avatar();
756 if( you && !martial_arts_data->pick_style( *you ) ) {
757 bio.powered = false;
758 add_msg_if_player( m_info, _( "You change your mind and turn it off." ) );
759 return false;
760 }
761 } else if( bio.id == bio_resonator ) {
762 add_msg_activate();
763 //~Sound of a bionic sonic-resonator shaking the area
764 sounds::sound( pos(), 30, sounds::sound_t::combat, _( "VRRRRMP!" ), false, "bionic",
765 static_cast<std::string>( bio_resonator ) );
766 for( const tripoint &bashpoint : here.points_in_radius( pos(), 1 ) ) {
767 here.bash( bashpoint, 110 );
768 // Multibash effect, so that doors &c will fall
769 here.bash( bashpoint, 110 );
770 here.bash( bashpoint, 110 );
771 }
772
773 mod_moves( -100 );
774 } else if( bio.id == bio_time_freeze ) {
775 if( mounted ) {
776 refund_power();
777 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
778 return false;
779 }
780 add_msg_activate();
781
783 set_power_level( 0_kJ );
784 add_msg_if_player( m_good, _( "Your speed suddenly increases!" ) );
785 if( one_in( 3 ) ) {
786 add_msg_if_player( m_bad, _( "Your muscles tear with the strain." ) );
787 apply_damage( nullptr, bodypart_id( "arm_l" ), rng( 5, 10 ) );
788 apply_damage( nullptr, bodypart_id( "arm_r" ), rng( 5, 10 ) );
789 apply_damage( nullptr, bodypart_id( "leg_l" ), rng( 7, 12 ) );
790 apply_damage( nullptr, bodypart_id( "leg_r" ), rng( 7, 12 ) );
791 apply_damage( nullptr, bodypart_id( "torso" ), rng( 5, 15 ) );
792 }
793 if( one_in( 5 ) ) {
794 add_effect( effect_teleglow, rng( 5_minutes, 40_minutes ) );
795 }
796 } else if( bio.id == bio_teleport ) {
797 if( mounted ) {
798 refund_power();
799 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
800 return false;
801 }
802 add_msg_activate();
803
804 teleport::teleport( *this );
805 add_effect( effect_teleglow, 30_minutes );
806 mod_moves( -100 );
807 } else if( bio.id == bio_blood_anal ) {
808 add_msg_activate();
810 } else if( bio.id == bio_blood_filter ) {
811 add_msg_activate();
812 static const std::vector<efftype_id> removable = {{
820 }
821 };
822
823 for( const auto &eff : removable ) {
824 remove_effect( eff );
825 }
826 // Purging the substance won't remove the fatigue it caused
829 set_painkiller( 0 );
830 set_stim( 0 );
831 mod_moves( -100 );
832 } else if( bio.id == bio_torsionratchet ) {
833 add_msg_activate();
834 add_msg_if_player( m_info, _( "Your torsion ratchet locks onto your joints." ) );
835 } else if( bio.id == bio_jointservo ) {
836 add_msg_activate();
837 add_msg_if_player( m_info, _( "You can now run faster, assisted by joint servomotors." ) );
838 } else if( bio.id == bio_lighter ) {
839 const std::optional<tripoint> pnt = choose_adjacent( _( "Start a fire where?" ) );
840 if( pnt && here.is_flammable( *pnt ) ) {
841 add_msg_activate();
842 here.add_field( *pnt, fd_fire, 1 );
843 mod_moves( -100 );
844 } else {
845 refund_power();
846 add_msg_if_player( m_info, _( "There's nothing to light there." ) );
847 return false;
848 }
849 } else if( bio.id == bio_geiger ) {
850 add_msg_activate();
851 add_msg_if_player( m_info, _( "Your radiation level: %d" ), get_rad() );
852 } else if( bio.id == bio_adrenaline ) {
853 add_msg_activate();
855 add_msg_if_player( m_bad, _( "Safeguards kick in, and the bionic refuses to activate!" ) );
856 refund_power();
857 return false;
858 } else {
859 add_msg_activate();
860 add_effect( effect_adrenaline, 20_minutes );
861 }
862 } else if( bio.id == bio_emp ) {
863 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Create an EMP where?" ) ) ) {
864 add_msg_activate();
866 mod_moves( -100 );
867 } else {
868 refund_power();
869 return false;
870 }
871 } else if( bio.id == bio_hydraulics ) {
872 add_msg_activate();
873 add_msg_if_player( m_good, _( "Your muscles hiss as hydraulic strength fills them!" ) );
874 //~ Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
875 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
876 static_cast<std::string>( bio_hydraulics ) );
877 } else if( bio.id == bio_water_extractor ) {
878 bool no_target = true;
879 bool extracted = false;
880 for( item &it : here.i_at( pos() ) ) {
881 static const auto volume_per_water_charge = 500_ml;
882 if( it.is_corpse() ) {
883 const int avail = it.get_var( "remaining_water", it.volume() / volume_per_water_charge );
884 if( avail > 0 ) {
885 no_target = false;
886 if( query_yn( _( "Extract water from the %s" ),
887 colorize( it.tname(), it.color_in_inventory() ) ) ) {
888 item water( itype_water_clean, calendar::turn, avail );
889 if( liquid_handler::consume_liquid( water ) ) {
890 add_msg_activate();
891 extracted = true;
892 it.set_var( "remaining_water", static_cast<int>( water.charges ) );
893 }
894 break;
895 }
896 }
897 }
898 }
899 if( no_target ) {
900 add_msg_if_player( m_bad, _( "There is no suitable corpse on this tile." ) );
901 }
902 if( !extracted ) {
903 refund_power();
904 return false;
905 }
906 } else if( bio.id == bio_magnet ) {
907 add_msg_activate();
908 static const std::set<material_id> affected_materials =
909 { material_id( "iron" ), material_id( "steel" ) };
910 // Remember all items that will be affected, then affect them
911 // Don't "snowball" by affecting some items multiple times
912 std::vector<std::pair<item, tripoint>> affected;
913 const units::mass weight_cap = weight_capacity();
914 for( const tripoint &p : here.points_in_radius( pos(), 10 ) ) {
915 if( p == pos() || !here.has_items( p ) || here.has_flag( flag_SEALED, p ) ) {
916 continue;
917 }
918
919 map_stack stack = here.i_at( p );
920 for( auto it = stack.begin(); it != stack.end(); it++ ) {
921 if( it->weight() < weight_cap &&
922 it->made_of_any( affected_materials ) ) {
923 affected.emplace_back( std::make_pair( *it, p ) );
924 stack.erase( it );
925 break;
926 }
927 }
928 }
929
930 for( const std::pair<item, tripoint> &pr : affected ) {
931 projectile proj;
932 proj.speed = 50;
933 proj.impact = damage_instance::physical( pr.first.weight() / 250_gram, 0, 0, 0 );
934 // make the projectile stop one tile short to prevent hitting the player
935 proj.range = rl_dist( pr.second, pos() ) - 1;
936 static const std::set<ammo_effect_str_id> ammo_effects = {{
937 ammo_effect_str_id( "NO_ITEM_DAMAGE" ),
938 ammo_effect_str_id( "DRAW_AS_LINE" ),
939 ammo_effect_str_id( "NO_DAMAGE_SCALING" ),
940 ammo_effect_str_id( "JET" ),
941 }
942 };
943 for( const auto &eff : ammo_effects ) {
944 proj.add_effect( eff );
945 }
946
948 proj, pr.second, pos(), dispersion_sources{ 0 }, this );
949 here.add_item_or_charges( dealt.end_point, pr.first );
950 }
951
952 mod_moves( -100 );
953 } else if( bio.id == bio_lockpick ) {
954 bool used = false;
955 bool tried_lockpick = false;
956 const std::optional<tripoint> pnt = choose_adjacent( _( "Use your lockpick where?" ) );
957 std::string open_message;
958 if( pnt ) {
959 tried_lockpick = true;
960 ter_id ter_type = g->m.ter( *pnt );
961 furn_id furn_type = g->m.furn( *pnt );
962 lockpicking_open_result lr = get_lockpicking_open_result( ter_type, furn_type );
963 ter_id new_ter_type = lr.new_ter_type;
964 furn_id new_furn_type = lr.new_furn_type;
965 open_message = lr.open_message;
966
967 if( new_ter_type != t_null || new_furn_type != f_null ) {
968 g->m.has_furn( *pnt ) ?
969 g->m.furn_set( *pnt, new_furn_type ) :
970 static_cast<void>( g->m.ter_set( *pnt, new_ter_type ) );
971 used = true;
972 }
973 }
974
975 if( used ) {
976 add_msg_activate();
977 add_msg_if_player( m_good, open_message );
978 mod_moves( -100 );
979 } else {
980 refund_power();
981 if( tried_lockpick ) {
982 add_msg_if_player( m_info, _( "There is nothing to lockpick nearby." ) );
983 }
984 return false;
985 }
986 } else if( bio.id == bio_flashbang ) {
987 add_msg_activate();
988 explosion_handler::flashbang( pos(), true, "explosion" );
989 mod_moves( -100 );
990 } else if( bio.id == bio_shockwave ) {
991 add_msg_activate();
992
994 sw.affects_player = false;
995 sw.radius = 3;
996 sw.force = 4;
997 sw.stun = 2;
998 sw.dam_mult = 8;
999 // affects_player is always false, so assuming the player is always the source of this
1000 explosion_handler::shockwave( pos(), sw, "explosion", &get_player_character() );
1001 add_msg_if_player( m_neutral, _( "You unleash a powerful shockwave!" ) );
1002 mod_moves( -100 );
1003 } else if( bio.id == bio_meteorologist ) {
1005 add_msg_activate();
1006 // Calculate local wind power
1007 int vehwindspeed = 0;
1008 if( optional_vpart_position vp = here.veh_at( pos() ) ) {
1009 // vehicle velocity in mph
1010 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1011 }
1012 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
1013 /* cache g->get_temperature( player location ) since it is used twice. No reason to recalc */
1014 const auto player_local_temp = weather.get_temperature( g->u.pos() );
1015 /* windpower defined in internal velocity units (=.01 mph) */
1016 double windpower = 100.0f * get_local_windpower( weather.windspeed + vehwindspeed,
1017 cur_om_ter, pos(), weather.winddirection, g->is_sheltered( pos() ) );
1018 add_msg_if_player( m_info, _( "Temperature: %s." ), print_temperature( player_local_temp ) );
1019 add_msg_if_player( m_info, _( "Relative Humidity: %s." ),
1021 get_local_humidity( weatherPoint.humidity, weather.weather_id,
1022 g->is_sheltered( g->u.pos() ) ) ) );
1023 add_msg_if_player( m_info, _( "Pressure: %s." ),
1024 print_pressure( static_cast<int>( weatherPoint.pressure ) ) );
1025 add_msg_if_player( m_info, _( "Wind Speed: %.1f %s." ),
1026 convert_velocity( static_cast<int>( windpower ), VU_WIND ),
1028 add_msg_if_player( m_info, _( "Feels Like: %s." ),
1031 weatherPoint.humidity,
1032 windpower / 100 ) + player_local_temp ) );
1033 std::string dirstring = get_dirstring( weather.winddirection );
1034 add_msg_if_player( m_info, _( "Wind Direction: From the %s." ), dirstring );
1035 } else if( bio.id == bio_remote ) {
1036 add_msg_activate();
1037 int choice = uilist( _( "Perform which function:" ), {
1038 _( "Control vehicle" ), _( "RC radio" )
1039 } );
1040 if( choice >= 0 && choice <= 1 ) {
1041 item ctr;
1042 if( choice == 0 ) {
1043 ctr = item( "remotevehcontrol", calendar::start_of_cataclysm );
1044 } else {
1045 ctr = item( "radiocontrol", calendar::start_of_cataclysm );
1046 }
1048 int power_use = invoke_item( &ctr );
1049 mod_power_level( units::from_kilojoule( -power_use ) );
1050 bio.powered = ctr.active;
1051 } else {
1052 bio.powered = g->remoteveh() != nullptr || !get_value( "remote_controlling" ).empty();
1053 }
1054 } else if( bio.info().is_remote_fueled ) {
1055 std::vector<item *> cables = items_with( []( const item & it ) {
1056 return it.has_flag( flag_CABLE_SPOOL );
1057 } );
1058 bool has_cable = !cables.empty();
1059 bool free_cable = false;
1060 bool success = false;
1061 if( !has_cable ) {
1063 _( "You need a jumper cable connected to a power source to drain power from it." ) );
1064 } else {
1065 for( item *cable : cables ) {
1066 const std::string state = cable->get_var( "state" );
1067 if( state == "cable_charger" ) {
1069 _( "Cable is plugged-in to the CBM but it has to be also connected to the power source." ) );
1070 }
1071 if( state == "cable_charger_link" ) {
1072 add_msg_activate();
1073 success = true;
1075 _( "You are plugged to the vehicle. It will charge you if it has some juice in it." ) );
1076 }
1077 if( state == "solar_pack_link" ) {
1078 add_msg_activate();
1079 success = true;
1081 _( "You are plugged to a solar pack. It will charge you if it's unfolded and in sunlight." ) );
1082 }
1083 if( state == "UPS_link" ) {
1084 add_msg_activate();
1085 success = true;
1087 _( "You are plugged to a UPS. It will charge you if it has some juice in it." ) );
1088 }
1089 if( state == "solar_pack" || state == "UPS" ) {
1091 _( "You have a cable plugged to a portable power source, but you need to plug it in to the CBM." ) );
1092 }
1093 if( state == "pay_out_cable" ) {
1095 _( "You have a cable plugged to a vehicle, but you need to plug it in to the CBM." ) );
1096 }
1097 if( state == "attach_first" ) {
1098 free_cable = true;
1099 }
1100 }
1101
1102 if( free_cable ) {
1104 _( "You have at least one free cable in your inventory that you could use to plug yourself in." ) );
1105 }
1106 }
1107 if( !success ) {
1108 refund_power();
1109 bio.powered = false;
1110 return false;
1111 }
1112
1113 } else if( bio.id == bio_probability_travel ) {
1114 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Tunnel in which direction?" ) ) ) {
1115 if( g->m.impassable( *pnt ) ) {
1116 add_msg_activate();
1117 g->phasing_move( *pnt );
1118 } else {
1119 refund_power();
1120 add_msg_if_player( m_info, _( "There's nothing to phase through there." ) );
1121 return false;
1122 }
1123 } else {
1124 refund_power();
1125 return false;
1126 }
1127 } else {
1128 add_msg_activate();
1129 }
1130
1131 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1133 reset();
1134
1135 // Also reset crafting inventory cache if this bionic spawned a fake item
1136 if( !bio.info().fake_item.is_empty() ) {
1138 }
1139
1140 return true;
1141}
std::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
dealt_projectile_attack projectile_attack(const projectile &proj_arg, const tripoint &source, const tripoint &target_arg, const dispersion_sources &dispersion, Creature *origin, const vehicle *in_veh)
Fires a projectile at the target point from the source point with total_dispersion dispersion.
Definition: ballistics.cpp:201
static const flag_str_id flag_BIONIC_WEAPON("BIONIC_WEAPON")
static const bionic_id bio_cqb("bio_cqb")
static const bionic_id bio_geiger("bio_geiger")
static const itype_id itype_water_clean("water_clean")
static const efftype_id effect_bloodworms("bloodworms")
static const flag_str_id flag_BIONIC_GUN("BIONIC_GUN")
static const efftype_id effect_weed_high("weed_high")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill_l("pkill_l")
static const efftype_id effect_took_prozac("took_prozac")
static const efftype_id effect_datura("datura")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_badpoison("badpoison")
static const efftype_id effect_dermatik("dermatik")
static const std::string flag_NO_UNWIELD("NO_UNWIELD")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_adrenaline("adrenaline")
static void force_comedown(effect &eff)
Definition: bionics.cpp:447
static const bionic_id bio_evap("bio_evap")
static const efftype_id effect_took_flumed("took_flumed")
static const efftype_id effect_hallu("hallu")
static const efftype_id effect_pblue("pblue")
static const bionic_id bio_water_extractor("bio_water_extractor")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_cocaine_high("cocaine_high")
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_magnet("bio_magnet")
static const efftype_id effect_meth("meth")
static const bionic_id bio_flashbang("bio_flashbang")
static const bionic_id bio_time_freeze("bio_time_freeze")
static const bionic_id bio_meteorologist("bio_meteorologist")
static const std::string flag_CABLE_SPOOL("CABLE_SPOOL")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_shockwave("bio_shockwave")
static const bionic_id bio_emp("bio_emp")
static const bionic_id bio_remote("bio_remote")
static const efftype_id effect_stung("stung")
static const std::string flag_SEALED("SEALED")
static const flag_str_id flag_BIONIC_TOGGLED("BIONIC_TOGGLED")
static const efftype_id effect_cig("cig")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_earplugs("bio_earplugs")
static const bionic_id bio_adrenaline("bio_adrenaline")
static const bionic_id bio_lockpick("bio_lockpick")
static const bionic_id bio_blood_anal("bio_blood_anal")
static const bionic_id bio_probability_travel("bio_probability_travel")
static const bionic_id bio_teleport("bio_teleport")
static const efftype_id effect_poison("poison")
static const bionic_id bio_resonator("bio_resonator")
static const bionic_id bio_blood_filter("bio_blood_filter")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_took_xanax("took_xanax")
static const efftype_id effect_pkill3("pkill3")
static const efftype_id effect_took_prozac_bad("took_prozac_bad")
static const bionic_id bio_torsionratchet("bio_torsionratchet")
static const efftype_id effect_iodine("iodine")
static const bionic_id bio_jointservo("bio_jointservo")
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
Character & get_player_character()
Definition: character.cpp:394
units::mass weight_capacity() const override
Definition: character.cpp:2610
void conduct_blood_analysis() const
Definition: character.cpp:1947
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1910
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:571
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1581
bool query_yn(const char *const msg, Args &&... args) const
It is supposed to hide the query_yn to simplify player vs.
Definition: character.h:1489
pimpl< bionic_collection > my_bionics
Definition: character.h:1580
virtual bool invoke_item(item *, const tripoint &pt)
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: character.cpp:7204
bool burn_fuel(bionic &bio, bool start=false)
Convert fuel to bionic power.
Definition: bionics.cpp:1232
void set_power_level(const units::energy &npower)
Definition: character.cpp:1900
void set_painkiller(int npkill)
Sets intensity of painkillers
Definition: character.cpp:9765
bool is_mounted() const
Definition: character.cpp:1069
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8376
bool enough_power_for(const bionic_id &bid) const
Definition: character.cpp:1942
item & primary_weapon()
Legacy code hack, don't use.
Definition: melee.cpp:154
void recalculate_enchantment_cache()
Definition: character.cpp:7831
int get_rad() const
Definition: character.cpp:7048
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
virtual bool dispose_item(item_location &&obj, const std::string &prompt=std::string())
Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.
Definition: character.cpp:7243
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3628
void reset_encumbrance()
Recalculates encumbrance cache.
Definition: character.cpp:3649
units::energy get_power_level() const
Definition: character.cpp:1890
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6249
void invalidate_crafting_inventory()
Definition: crafting.cpp:598
std::string get_value(const std::string &key) const
Definition: creature.cpp:1361
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1186
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1143
void mod_moves(int nmoves)
Definition: creature.cpp:1428
const effect & get_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Return the effect that matches the given arguments exactly.
Definition: creature.cpp:1226
virtual bool has_flag(const m_flag) const
Definition: creature.h:487
virtual avatar * as_avatar()
Definition: creature.h:128
Definition: avatar.h:55
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
bool active
Definition: item.h:2234
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
int charges
Definition: item.h:2196
bool has_flag(const std::string &flag) const
Definition: item.cpp:5303
char invlet
Definition: item.h:2233
Definition: map.h:105
iterator erase(const_iterator it) override
Definition: map.cpp:153
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3622
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2374
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5506
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8732
map_stack i_at(const tripoint &p)
Definition: map.cpp:4187
bool is_flammable(const tripoint &p)
Returns true if there is a flammable item or field or the furn/terrain is flammable at p.
Definition: map.cpp:2703
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1073
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4868
Simple wrapper to forward functions that may return a std::optional to vpart_position.
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool is_empty() const
Returns whether this id is empty.
Definition: string_id.h:298
uilist: scrolling vertical list menu
Definition: ui.h:187
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
const w_point & get_precise() const
Definition: weather.h:218
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
@ m_good
Definition: enums.h:260
@ m_mixed
Definition: enums.h:262
field_type_id fd_fire
Definition: field_type.cpp:345
double get_local_windpower(double windpower, const oter_id &omter, const tripoint &location, const int &winddirection, bool sheltered)
Definition: weather.cpp:938
int get_local_humidity(double humidity, const weather_type_id &weather, bool sheltered)
Definition: weather.cpp:924
std::string print_temperature(double fahrenheit, int decimals)
Print temperature (and convert to Celsius if Celsius display is enabled.)
Definition: weather.cpp:717
std::string get_dirstring(int angle)
Definition: weather.cpp:874
weather_manager & get_weather()
Definition: weather.cpp:64
std::string print_pressure(double pressure, int decimals)
Print pressure (no conversions.)
Definition: weather.cpp:752
std::string print_humidity(double humidity, int decimals)
Print relative humidity (no conversions.)
Definition: weather.cpp:743
int get_local_windchill(double temperature_f, double humidity, double wind_mph)
Definition: weather.cpp:797
string_id< ammo_effect > ammo_effect_str_id
Definition: map.cpp:104
lockpicking_open_result get_lockpicking_open_result(ter_id ter_type, furn_id furn_type)
Gets lockpicked object and message.
Definition: mapdata.cpp:1062
ter_id t_null
Definition: mapdata.cpp:625
furn_id f_null
Definition: mapdata.cpp:1097
void add_msg(std::string msg)
Definition: messages.cpp:910
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void fire_ranged_bionic(avatar &you, const item &fake_gun, const units::energy &cost_per_shot)
Stores fake gun specified by the bionic and starts interactive aiming.
@ success
Definition: behavior.h:20
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
time_point turn
Definition: calendar.cpp:36
void shockwave(const tripoint &p, const shockwave_data &sw, const std::string &exp_name, Creature *source)
Shockwave applies knockback with given parameters to all targets within radius of p.
Definition: explosion.cpp:1612
void flashbang(const tripoint &p, bool player_immune, const std::string &exp_name)
Triggers a flashbang explosion at p.
Definition: explosion.cpp:1552
void emp_blast(const tripoint &p)
Triggers an EMP blast at p.
Definition: explosion.cpp:1671
bool consume_liquid(item &liquid, const int radius)
Consume / handle as much of the liquid as possible in varying ways.
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
bool teleport(Creature &critter, int min_distance=2, int max_distance=12, bool safe=false, bool add_teleglow=true)
Teleports a creature to a tile within min_distance and max_distance tiles.
Definition: teleport.cpp:24
constexpr value_type to_fahrenheit(const quantity< value_type, temperature_in_millidegree_celsius_tag > &v)
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
overmapbuffer overmap_buffer
bool one_in(int chance)
Definition: rng.cpp:65
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
std::vector< enchantment_id > enchantments
bionic enchantments
Definition: bionics.h:113
itype_id fake_item
Fake item created for crafting with this bionic available.
Definition: bionics.h:105
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37
int charge_time
How often a bionic draws or produces power while active in turns.
Definition: bionics.h:47
bool is_remote_fueled
This bionic draws power through a cable.
Definition: bionics.h:65
bool has_flag(const flag_str_id &flag) const
Definition: bionics.cpp:244
itype_id ammo_loaded
Definition: bionics.h:161
bool is_auto_start_keep_full() const
Definition: bionics.cpp:2865
bionic_id id
Definition: bionics.h:156
unsigned int ammo_count
Definition: bionics.h:163
bool powered
Definition: bionics.h:159
static damage_instance physical(float bash, float cut, float stab, float arpen=0.0f)
Definition: damage.cpp:27
std::string open_message
Definition: mapdata.h:165
void add_effect(const ammo_effect_str_id &id)
Definition: projectile.h:58
damage_instance impact
Definition: projectile.h:21
bool affects_player
Definition: explosion.h:30
units::temperature temperature
Definition: weather_gen.h:16
double humidity
Definition: weather_gen.h:17
double pressure
Definition: weather_gen.h:18
string_id< material_type > material_id
Definition: type_id.h:95
double convert_velocity(int velocity, const units_type vel_units)
Convert internal velocity units to units defined by user.
const char * velocity_units(const units_type vel_units)
Create a units label for a velocity value.
@ VU_WIND
Definition: units_utility.h:15

References _, item::active, sounds::activity, projectile::add_effect(), Creature::add_effect(), map::add_field(), map::add_item_or_charges(), add_msg(), Creature::add_msg_if_player(), shockwave_data::affects_player, bionic::ammo_count, bionic::ammo_loaded, item::ammo_set(), apply_damage(), Creature::as_avatar(), map::bash(), item_stack::begin(), bio_adrenaline, bio_blood_anal, bio_blood_filter, bio_cqb, bio_earplugs, bio_ears, bio_emp, bio_evap, bio_flashbang, bio_geiger, bio_hydraulics, bio_jointservo, bio_lighter, bio_lockpick, bio_magnet, bio_meteorologist, bio_probability_travel, bio_remote, bio_resonator, bio_shockwave, bio_teleport, bio_time_freeze, bio_tools, bio_torsionratchet, bio_water_extractor, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, item::charges, choose_adjacent(), colorize(), sounds::combat, conduct_blood_analysis(), liquid_handler::consume_liquid(), convert_velocity(), shockwave_data::dam_mult, disp_name(), dispose_item(), effect_adrenaline, effect_badpoison, effect_bloodworms, effect_cig, effect_cocaine_high, effect_datura, effect_dermatik, effect_drunk, effect_fungus, effect_hallu, effect_iodine, effect_meth, effect_pblue, effect_pkill1, effect_pkill2, effect_pkill3, effect_pkill_l, effect_poison, effect_stung, effect_teleglow, effect_took_flumed, effect_took_prozac, effect_took_prozac_bad, effect_took_xanax, effect_visuals, effect_weed_high, explosion_handler::emp_blast(), bionic_data::enchantments, item_stack::end(), dealt_projectile_attack::end_point, enough_power_for(), map_stack::erase(), f_null, bionic_data::fake_item, fd_fire, avatar_action::fire_ranged_bionic(), avatar_action::fire_wielded_weapon(), flag_BIONIC_GUN, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, flag_CABLE_SPOOL(), flag_NO_UNWIELD(), flag_SEALED(), explosion_handler::flashbang(), shockwave_data::force, force_comedown(), units::from_kilojoule(), g, get_dirstring(), Creature::get_effect(), get_local_humidity(), get_local_windchill(), get_local_windpower(), get_lockpicking_open_result(), get_map(), get_player_character(), get_power_level(), weather_manager::get_precise(), get_rad(), Creature::get_value(), get_weather(), global_omt_location(), has_active_bionic(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), item::has_flag(), map::has_flag(), map::has_items(), w_point::humidity, map::i_at(), bionic::id, projectile::impact, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), item::invlet, invoke_item(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), map::is_flammable(), is_mounted(), bionic_data::is_remote_fueled, visitable< Character >::items_with(), itype_water_clean, m_bad, m_good, m_info, m_mixed, m_neutral, martial_arts_data, Creature::mod_moves(), mod_power_level(), my_bionics, bionic_data::name, lockpicking_open_result::new_furn_type, lockpicking_open_result::new_ter_type, one_in(), lockpicking_open_result::open_message, overmap_buffer, damage_instance::physical(), map::points_in_radius(), pos(), bionic_data::power_activate, bionic::powered, w_point::pressure, primary_weapon(), print_humidity(), print_pressure(), print_temperature(), projectile_attack(), query_yn(), shockwave_data::radius, projectile::range, recalculate_enchantment_cache(), Creature::remove_effect(), reset(), reset_encumbrance(), rl_dist(), rng(), sees(), set_painkiller(), set_power_level(), set_stim(), explosion_handler::shockwave(), sounds::sound(), projectile::speed, calendar::start_of_cataclysm, string_format(), shockwave_data::stun, behavior::success, t_null, teleport::teleport(), w_point::temperature, overmapbuffer::ter(), units::to_fahrenheit(), units::to_kilojoule(), calendar::turn, map::veh_at(), velocity_units(), VU_WIND, and weight_capacity().

Referenced by npc::activate_bionic_by_id(), add_bionic(), show_bionics_ui(), and npc::use_bionic_by_id().

◆ activate_mutation()

void Character::activate_mutation ( const trait_id mutation)

Definition at line 468 of file mutation.cpp.

469{
470 const mutation_branch &mdata = mut.obj();
471 char_trait_data &tdata = my_mutations[mut];
472 // You can take yourself halfway to Near Death levels of hunger/thirst.
473 // Fatigue can go to Exhausted.
474 if( !can_use_mutation_warn( mut, *this ) ) {
475 return;
476 }
478 tdata.powered = true;
479
480 if( !mut->enchantments.empty() ) {
482 }
483
484 if( mdata.transform ) {
485 const cata::value_ptr<mut_transform> trans = mdata.transform;
486 mod_moves( - trans->moves );
487 switch_mutations( mut, trans->target, trans->active );
488 return;
489 }
490
491 if( mut == trait_WEB_WEAVER ) {
492 g->m.add_field( pos(), fd_web, 1 );
493 add_msg_if_player( _( "You start spinning web with your spinnerets!" ) );
494 } else if( mut == trait_BURROW ) {
495 tdata.powered = false;
496 item burrowing_item( itype_id( "fake_burrowing" ) );
497 invoke_item( &burrowing_item );
498 return; // handled when the activity finishes
499 } else if( mut == trait_SLIMESPAWNER ) {
500 monster *const slime = g->place_critter_around( mtype_id( "mon_player_blob" ), pos(), 1 );
501 if( !slime ) {
502 // Oops, no room to divide!
503 add_msg_if_player( m_bad, _( "You focus, but are too hemmed in to birth a new slimespring!" ) );
504 tdata.powered = false;
505 return;
506 }
508 _( "You focus, and with a pleasant splitting feeling, birth a new slimespring!" ) );
509 slime->friendly = -1;
510 if( one_in( 3 ) ) {
512 //~ Usual enthusiastic slimespring small voices! :D
513 _( "wow! you look just like me! we should look out for each other!" ) );
514 } else if( one_in( 2 ) ) {
515 //~ Usual enthusiastic slimespring small voices! :D
516 add_msg_if_player( m_good, _( "come on, big me, let's go!" ) );
517 } else {
518 //~ Usual enthusiastic slimespring small voices! :D
519 add_msg_if_player( m_good, _( "we're a team, we've got this!" ) );
520 }
521 tdata.powered = false;
522 return;
523 } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) {
524 vomit();
525 tdata.powered = false;
526 return;
527 } else if( mut == trait_M_FERTILE ) {
528 spores();
529 tdata.powered = false;
530 return;
531 } else if( mut == trait_M_BLOOM ) {
532 blossoms();
533 tdata.powered = false;
534 return;
535 } else if( mut == trait_M_PROVENANCE ) {
536 spores(); // double trouble!
537 blossoms();
538 tdata.powered = false;
539 return;
540 } else if( mut == trait_SELFAWARE ) {
541 print_health();
542 tdata.powered = false;
543 return;
544 } else if( mut == trait_TREE_COMMUNION ) {
545 tdata.powered = false;
546 if( !overmap_buffer.ter( global_omt_location() ).obj().is_wooded() ) {
547 add_msg_if_player( m_info, _( "You can only do that in a wooded area." ) );
548 return;
549 }
550 // Check for adjacent trees.
551 bool adjacent_tree = false;
552 for( const tripoint &p2 : g->m.points_in_radius( pos(), 1 ) ) {
553 if( g->m.has_flag( "TREE", p2 ) ) {
554 adjacent_tree = true;
555 }
556 }
557 if( !adjacent_tree ) {
558 add_msg_if_player( m_info, _( "You can only do that next to a tree." ) );
559 return;
560 }
561
563 add_msg_if_player( _( "You reach out to the trees with your roots." ) );
564 } else {
566 _( "You lay next to the trees letting your hair roots tangle with the trees." ) );
567 }
568
570
572 const time_duration startup_time = has_trait( trait_ROOTS3 ) ? rng( 15_minutes,
573 30_minutes ) : rng( 60_minutes, 90_minutes );
574 activity.values.push_back( to_turns<int>( startup_time ) );
575 return;
576 } else {
577 const time_duration startup_time = rng( 120_minutes, 180_minutes );
578 activity.values.push_back( to_turns<int>( startup_time ) );
579 return;
580 }
581 } else if( !mdata.spawn_item.is_empty() ) {
582 item tmpitem( mdata.spawn_item );
583 i_add_or_drop( tmpitem );
585 tdata.powered = false;
586 return;
587 } else if( !mdata.ranged_mutation.is_empty() ) {
590 tdata.powered = false;
591 return;
592 }
593}
mutation_collection my_mutations
Traits / mutations of the character.
Definition: character.h:2152
player_activity activity
Definition: character.h:1570
void vomit()
Handles Character vomiting effects.
Definition: character.cpp:7672
void print_health() const
Definition: character.cpp:4201
void blossoms()
Definition: character.cpp:8764
void switch_mutations(const trait_id &switched, const trait_id &target, bool start_powered)
Unset switched mutation and set target mutation instead.
Definition: mutation.cpp:182
void spores()
Definition: character.cpp:8750
bool i_add_or_drop(item &it, int qty=1)
Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.
Definition: character.cpp:2392
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1698
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9163
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
int friendly
Definition: monster.h:470
std::vector< int > values
A duration defined as a number of specific time units.
Definition: calendar.h:180
field_type_id fd_web
Definition: field_type.cpp:340
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_M_FERTILE("M_FERTILE")
static const trait_id trait_BURROW("BURROW")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const trait_id trait_ROOTS2("ROOTS2")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1687
static const trait_id trait_M_BLOOM("M_BLOOM")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_SELFAWARE("SELFAWARE")
static const trait_id trait_NAUSEA("NAUSEA")
static const trait_id trait_M_PROVENANCE("M_PROVENANCE")
static const trait_id trait_TREE_COMMUNION("TREE_COMMUNION")
static const trait_id trait_ROOTS3("ROOTS3")
void fire_ranged_mutation(avatar &you, const item &fake_gun)
Stores fake gun specified by the mutation and starts interactive aiming.
bool powered
Whether the mutation is activated.
Definition: character.h:210
std::string ranged_mutation_message() const
std::string spawn_item_message() const
cata::value_ptr< mut_transform > transform
Definition: mutation.h:153
itype_id spawn_item
The item, if any, spawned by the mutation.
Definition: mutation.h:205
itype_id ranged_mutation
The fake gun, if any, spawned and fired by the ranged mutation.
Definition: mutation.h:243

References _, ACT_TREE_COMMUNION, activity, Creature::add_msg_if_player(), assign_activity(), blossoms(), can_use_mutation_warn(), mutation_branch::enchantments, fd_web, avatar_action::fire_ranged_mutation(), monster::friendly, g, global_omt_location(), has_trait(), i_add_or_drop(), invoke_item(), string_id< T >::is_empty(), itype_id, m_bad, m_good, m_info, Creature::mod_moves(), mtype_id, mutation_spend_resources(), my_mutations, string_id< T >::obj(), one_in(), overmap_buffer, pos(), char_trait_data::powered, print_health(), mutation_branch::ranged_mutation, mutation_branch::ranged_mutation_message(), recalculate_enchantment_cache(), rng(), mutation_branch::spawn_item, mutation_branch::spawn_item_message(), spores(), switch_mutations(), overmapbuffer::ter(), trait_BURROW, trait_M_BLOOM, trait_M_FERTILE, trait_M_PROVENANCE, trait_NAUSEA, trait_ROOTS2, trait_ROOTS3, trait_SELFAWARE, trait_SLIMESPAWNER, trait_TREE_COMMUNION, trait_VOMITOUS, trait_WEB_WEAVER, mutation_branch::transform, player_activity::values, and vomit().

Referenced by show_mutations_ui(), and detail::show_mutations_ui_internal().

◆ active_light()

float Character::active_light ( ) const

Returns character luminosity based on the brightest active item they are carrying.

Definition at line 6290 of file character.cpp.

6291{
6292 float lumination = 0;
6293
6294 int maxlum = 0;
6295 has_item_with( [&maxlum]( const item & it ) {
6296 const int lumit = it.getlight_emit();
6297 if( maxlum < lumit ) {
6298 maxlum = lumit;
6299 }
6300 return false; // continue search, otherwise has_item_with would cancel the search
6301 } );
6302
6303 lumination = static_cast<float>( maxlum );
6304
6305 float mut_lum = 0.0f;
6306 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
6307 if( mut.second.powered ) {
6308 float curr_lum = 0.0f;
6309 for( const auto elem : mut.first->lumination ) {
6310 int coverage = 0;
6311 for( const item &i : worn ) {
6312 if( i.covers( elem.first ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
6313 !i.has_flag( flag_SEMITANGIBLE ) &&
6314 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
6315 coverage += i.get_coverage();
6316 }
6317 }
6318 curr_lum += elem.second * ( 1 - ( coverage / 100.0f ) );
6319 }
6320 mut_lum += curr_lum;
6321 }
6322 }
6323
6324 lumination = std::max( lumination, mut_lum );
6325
6326 if( lumination < 60 && has_active_bionic( bio_flashlight ) ) {
6327 lumination = 60;
6328 } else if( lumination < 25 && has_artifact_with( AEP_GLOW ) ) {
6329 lumination = 25;
6330 } else if( lumination < 5 && ( has_effect( effect_glowing ) ||
6332 has_effect( effect_glowy_led ) ) ) ) {
6333 lumination = 5;
6334 }
6335 return lumination;
6336}
static const efftype_id effect_glowy_led("glowy_led")
static const bionic_id bio_flashlight("bio_flashlight")
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const efftype_id effect_glowing("glowing")
static const std::string flag_AURA("AURA")
static const bionic_id bio_tattoo_led("bio_tattoo_led")
static const std::string flag_PERSONAL("PERSONAL")
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3196
int getlight_emit() const
How much light (see lightmap.cpp) the item emits (it's assumed to be circular).
Definition: item.cpp:8380
bool has_item_with(const std::function< bool(const item &)> &filter) const
Returns true if any item (including those within a container) matches the filter.
Definition: visitable.cpp:104
@ AEP_GLOW
Definition: enums.h:115

References AEP_GLOW, bio_flashlight, bio_tattoo_led, effect_glowing, effect_glowy_led, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), item::getlight_emit(), has_active_bionic(), has_artifact_with(), Creature::has_effect(), visitable< Character >::has_item_with(), my_mutations, and worn.

Referenced by map::apply_character_light(), and character_funcs::fine_detail_vision_mod().

◆ add_addiction()

void Character::add_addiction ( add_type  type,
int  strength 
)

Adds an addiction to the player.

Definition at line 1865 of file suffer.cpp.

1866{
1867 if( type == add_type::NONE ) {
1868 return;
1869 }
1870 time_duration timer = 2_hours;
1871 if( has_trait( trait_ADDICTIVE ) ) {
1872 strength *= 2;
1873 timer = 1_hours;
1874 } else if( has_trait( trait_NONADDICTIVE ) ) {
1875 strength /= 2;
1876 timer = 6_hours;
1877 }
1878 //Update existing addiction
1879 for( auto &i : addictions ) {
1880 if( i.type != type ) {
1881 continue;
1882 }
1883
1884 if( i.sated < 0_turns ) {
1885 i.sated = timer;
1886 } else if( i.sated < 10_minutes ) {
1887 // TODO: Make this variable?
1888 i.sated += timer;
1889 } else {
1890 i.sated += timer / 2;
1891 }
1892 if( i.intensity < MAX_ADDICTION_LEVEL && strength > i.intensity * rng( 2, 5 ) ) {
1893 i.intensity++;
1894 }
1895
1896 add_msg( m_debug, "Updating addiction: %d intensity, %d sated",
1897 i.intensity, to_turns<int>( i.sated ) );
1898
1899 return;
1900 }
1901
1902 // Add a new addiction
1903 const int roll = rng( 0, 100 );
1904 add_msg( m_debug, "Addiction: roll %d vs strength %d", roll, strength );
1905 if( roll < strength ) {
1906 const std::string &type_name = addiction_type_name( type );
1907 add_msg( m_debug, "%s got addicted to %s", disp_name(), type_name );
1908 addictions.emplace_back( type, 1 );
1909 g->events().send<event_type::gains_addiction>( getID(), type );
1910 }
1911}
std::string addiction_type_name(add_type const cur)
Returns the name of an addiction.
Definition: addiction.cpp:253
constexpr int MAX_ADDICTION_LEVEL
Definition: addiction.h:14
std::vector< addiction > addictions
Definition: character.h:1602
character_id getID() const
Definition: character.cpp:485
@ m_debug
Definition: enums.h:271
static const trait_id trait_NONADDICTIVE("NONADDICTIVE")
static const trait_id trait_ADDICTIVE("ADDICTIVE")

References add_msg(), addiction_type_name(), addictions, disp_name(), g, gains_addiction, getID(), has_trait(), m_debug, MAX_ADDICTION_LEVEL, NONE, rng(), trait_ADDICTIVE, trait_NONADDICTIVE, and type.

Referenced by iexamine::flower_poppy(), marloss_common(), and modify_addiction().

◆ add_bionic()

void Character::add_bionic ( const bionic_id b)

Adds a bionic to my_bionics[].

Definition at line 2634 of file bionics.cpp.

2635{
2636 if( has_bionic( b ) ) {
2637 debugmsg( "Tried to install bionic %s that is already installed!", b.c_str() );
2638 return;
2639 }
2640
2641 const units::energy pow_up = b->capacity;
2642 mod_max_power_level( pow_up );
2644 add_msg_if_player( m_good, _( "Increased storage capacity by %i." ),
2645 units::to_kilojoule( pow_up ) );
2646 // Power Storage CBMs are not real bionic units, so return without adding it to my_bionics
2647 return;
2648 }
2649
2650 my_bionics->push_back( bionic( b, get_free_invlet( *my_bionics ) ) );
2651 if( b == bio_tools || b == bio_ears ) {
2652 activate_bionic( my_bionics->back() );
2653 }
2654
2655 for( const bionic_id &inc_bid : b->included_bionics ) {
2656 add_bionic( inc_bid );
2657 }
2658
2659 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2660 const spell_id learned_spell = spell_pair.first;
2661 if( learned_spell->spell_class != trait_id( "NONE" ) ) {
2662 const trait_id spell_class = learned_spell->spell_class;
2663 // spells you learn from a bionic overwrite the opposite spell class.
2664 // for best UX, include those spell classes in "canceled_mutations"
2665 if( !has_trait( spell_class ) ) {
2666 set_mutation( spell_class );
2667 on_mutation_gain( spell_class );
2668 add_msg_if_player( spell_class->desc() );
2669 }
2670 }
2671 if( !magic->knows_spell( learned_spell ) ) {
2672 magic->learn_spell( learned_spell, *this, true );
2673 }
2674 spell &known_spell = magic->get_spell( learned_spell );
2675 // spells you learn from installing a bionic upgrade spells you know if they are the same
2676 if( known_spell.get_level() < spell_pair.second ) {
2677 known_spell.set_level( spell_pair.second );
2678 }
2679 }
2680
2683 if( !b->enchantments.empty() ) {
2685 }
2686}
static const bionic_id bio_power_storage("bio_power_storage")
static const bionic_id bio_power_storage_mkII("bio_power_storage_mkII")
char get_free_invlet(bionic_collection &bionics)
Definition: bionics_ui.cpp:177
void mod_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1922
bool activate_bionic(bionic &bio, bool eff_only=false)
Handles bionic activation effects of the entered bionic, returns if anything activated.
Definition: bionics.cpp:625
void on_mutation_gain(const trait_id &mid)
Called when a mutation is gained.
Definition: character.cpp:9867
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1800
void add_bionic(const bionic_id &b)
Adds a bionic to my_bionics[].
Definition: bionics.cpp:2634
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1615
void set_mutation(const trait_id &)
Add or removes a mutation on the player, but does not trigger mutation loss/gain effects.
Definition: mutation.cpp:152
pimpl< known_magic > magic
Definition: character.h:1477
trait_id spell_class
Definition: magic.h:236
Definition: magic.h:286
int get_level() const
Definition: magic.cpp:1034
void set_level(int nlevel)
Definition: magic.cpp:612
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
constexpr double b
Definition: magic.cpp:1031
std::string desc() const

References _, activate_bionic(), add_bionic(), Creature::add_msg_if_player(), b, bio_ears, bio_power_storage, bio_power_storage_mkII, bio_tools, debugmsg, mutation_branch::desc(), get_free_invlet(), spell::get_level(), has_bionic(), has_trait(), m_good, magic, mod_max_power_level(), my_bionics, on_mutation_gain(), recalc_sight_limits(), recalculate_enchantment_cache(), reset_encumbrance(), spell::set_level(), set_mutation(), spell_type::spell_class, and units::to_kilojoule().

Referenced by add_bionic(), bionics_install_failure(), avatar::create(), deactivate_bionic(), player::load(), perform_install(), and npc::randomize().

◆ add_known_trap()

void Character::add_known_trap ( const tripoint pos,
const trap t 
)

Definition at line 10225 of file character.cpp.

10226{
10227 const tripoint p = get_map().getabs( pos );
10228 if( t.is_null() ) {
10229 known_traps.erase( p );
10230 } else {
10231 // TODO: known_traps should map to a trap_str_id
10232 known_traps[p] = t.id.str();
10233 }
10234}
trap_map known_traps
Definition: character.h:2143
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8377
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245
trap_str_id id
Definition: trap.h:87

References get_map(), map::getabs(), trap::id, trap::is_null(), known_traps, pos(), and string_id< T >::str().

Referenced by vehicle::handle_trap(), place_and_add_as_known(), and character_funcs::search_surroundings().

◆ add_miss_reason()

void Character::add_miss_reason ( const std::string &  reason,
unsigned int  weight 
)

Adds a reason for why the player would miss a melee attack.

To possibly be messaged to the player when he misses a melee attack.

Parameters
reasonA message for the player that gives a reason for him missing.
weightThe weight used when choosing what reason to pick when the player misses.

Definition at line 350 of file melee.cpp.

351{
352 melee_miss_reasons.add( reason, weight );
353
354}
struct weighted_int_list< std::string > melee_miss_reasons
Definition: character.h:2267

References melee_miss_reasons.

Referenced by temperature_effect::apply(), eff_fun_hallu(), get_miss_reason(), hardcoded_effects(), process_one_effect(), reset_stats(), and suffer_in_sunlight().

◆ add_morale()

void Character::add_morale ( const morale_type type,
int  bonus,
int  max_bonus = 0,
const time_duration duration = 1_hours,
const time_duration decay_start = 30_minutes,
bool  capped = false,
const itype item_type = nullptr 
)

Definition at line 9065 of file character.cpp.

9068{
9069 if( item_type != nullptr ) {
9070 morale->add( type, bonus, max_bonus, duration, decay_start, capped, *item_type );
9071 } else {
9072 morale->add( type, bonus, max_bonus, duration, decay_start, capped );
9073 }
9074}
pimpl< player_morale > morale
Definition: character.h:2205

References morale, and type.

Referenced by addict_effect(), apply_persistent_morale(), apply_wetness_morale(), iuse::artifact(), iuse::bell(), iuse::blech(), debug_menu::character_edit_menu(), iuse::datura(), monster::die(), avatar::do_read(), iuse::einktabletpc(), npc::finish_read(), ranged::fire_gun(), activity_handlers::generic_game_do_turn(), activity_handlers::haircut_finish(), hardcoded_effects(), marloss_add(), marloss_common(), activity_handlers::meditate_finish(), modify_morale(), spell_effect::morale(), iuse::mycus(), iuse::plantblech(), iuse::play_music(), activity_handlers::play_with_pet_finish(), iuse::portable_game(), game::process_artifact(), process_bionic(), firestarter_actor::resolve_firestarter_use(), set_up_butchery_activity(), activity_handlers::shaving_finish(), game::start_game(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_schizophrenia(), suffer_while_awake(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), enzlave_actor::use(), musical_instrument_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), activity_handlers::vibe_do_turn(), activity_handlers::vibe_finish(), and avatar::vomit().

◆ addiction_level()

int Character::addiction_level ( add_type  type) const

Returns the intensity of the specified addiction.

Definition at line 1934 of file suffer.cpp.

1935{
1936 auto iter = std::find_if( addictions.begin(), addictions.end(),
1937 [type]( const addiction & ad ) {
1938 return ad.type == type;
1939 } );
1940 return iter != addictions.end() ? iter->intensity : 0;
1941}

References addictions, and type.

Referenced by iuse::ecig(), mend(), process_one_effect(), and iuse::smoking().

◆ adjust_for_focus()

int Character::adjust_for_focus ( int  amount) const

Definition at line 9910 of file character.cpp.

9911{
9912 int effective_focus = focus_pool;
9913 if( has_trait( trait_FASTLEARNER ) ) {
9914 effective_focus += 15;
9915 }
9916 if( has_active_bionic( bio_memory ) ) {
9917 effective_focus += 10;
9918 }
9919 if( has_trait( trait_SLOWLEARNER ) ) {
9920 effective_focus -= 15;
9921 }
9922 effective_focus += ( get_int() - get_option<int>( "INT_BASED_LEARNING_BASE_VALUE" ) ) *
9923 get_option<int>( "INT_BASED_LEARNING_FOCUS_ADJUSTMENT" );
9924 double tmp = amount * ( effective_focus / 100.0 );
9925 return roll_remainder( tmp );
9926}
static const trait_id trait_FASTLEARNER("FASTLEARNER")
static const bionic_id bio_memory("bio_memory")
static const trait_id trait_SLOWLEARNER("SLOWLEARNER")
int focus_pool
Definition: character.h:1591
virtual int get_int() const
Definition: character.cpp:4082

References bio_memory, focus_pool, get_int(), has_active_bionic(), has_trait(), roll_remainder(), trait_FASTLEARNER, and trait_SLOWLEARNER.

Referenced by spell::casting_exp(), avatar::do_read(), and practice().

◆ age()

int Character::age ( ) const

Definition at line 6773 of file character.cpp.

6774{
6775 int years_since_cataclysm = to_turns<int>( calendar::turn - calendar::turn_zero ) /
6776 to_turns<int>( calendar::year_length() );
6777 return init_age + years_since_cataclysm;
6778}
int init_age
age in years at character creation
Definition: character.h:2137
time_duration year_length()
Definition: calendar.cpp:461
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26

References init_age, calendar::turn, calendar::turn_zero, and calendar::year_length().

Referenced by age_string(), and set_base_age().

◆ age_string()

std::string Character::age_string ( ) const

Definition at line 6780 of file character.cpp.

6781{
6782 //~ how old the character is in years. try to limit number of characters to fit on the screen
6783 std::string unformatted = _( "%d years" );
6784 return string_format( unformatted, age() );
6785}
int age() const
Definition: character.cpp:6773

References _, age(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ all_items_with_flag()

std::vector< const item * > Character::all_items_with_flag ( const std::string &  flag) const

All items that have the given flag (item::has_flag).

Definition at line 9568 of file character.cpp.

9569{
9570 return items_with( [&flag]( const item & it ) {
9571 return it.has_flag( flag );
9572 } );
9573}

References item::has_flag(), and visitable< Character >::items_with().

Referenced by iexamine::choose_fertilizer(), iexamine::dimensional_portal(), has_fire(), and use_fire().

◆ allergy_type()

morale_type Character::allergy_type ( const item food) const

Returns allergy type or MORALE_NULL if not allergic for this character.

Definition at line 617 of file consumption.cpp.

618{
619 using allergy_tuple = std::tuple<trait_id, std::string, morale_type>;
620 static const std::array<allergy_tuple, 8> allergy_tuples = {{
627 }
628 };
629
630 for( const auto &tp : allergy_tuples ) {
631 if( has_trait( std::get<0>( tp ) ) &&
632 food.has_flag( std::get<1>( tp ) ) ) {
633 return std::get<2>( tp );
634 }
635 }
636
637 return MORALE_NULL;
638}
static const std::string flag_ALLERGEN_MILK("ALLERGEN_MILK")
static const std::string flag_ALLERGEN_VEGGY("ALLERGEN_VEGGY")
static const std::string flag_ALLERGEN_JUNK("ALLERGEN_JUNK")
static const std::string flag_ALLERGEN_FRUIT("ALLERGEN_FRUIT")
static const trait_id trait_ANTIWHEAT("ANTIWHEAT")
static const trait_id trait_ANTIJUNK("ANTIJUNK")
static const trait_id trait_VEGETARIAN("VEGETARIAN")
static const trait_id trait_LACTOSE("LACTOSE")
static const std::string flag_ALLERGEN_WHEAT("ALLERGEN_WHEAT")
static const std::string flag_ALLERGEN_MEAT("ALLERGEN_MEAT")
static const trait_id trait_MEATARIAN("MEATARIAN")
static const trait_id trait_ANTIFRUIT("ANTIFRUIT")
const morale_type MORALE_MEATARIAN("morale_meatarian")
const morale_type MORALE_ANTIJUNK("morale_antijunk")
const morale_type MORALE_ANTIWHEAT("morale_antiwheat")
const morale_type MORALE_ANTIFRUIT("morale_antifruit")
const morale_type MORALE_LACTOSE("morale_lactose")
const morale_type MORALE_VEGETARIAN("morale_vegetarian")
const morale_type MORALE_NULL("morale_null")

References flag_ALLERGEN_FRUIT(), flag_ALLERGEN_JUNK(), flag_ALLERGEN_MEAT(), flag_ALLERGEN_MILK(), flag_ALLERGEN_VEGGY(), flag_ALLERGEN_WHEAT(), item::has_flag(), has_trait(), MORALE_ANTIFRUIT, MORALE_ANTIJUNK, MORALE_ANTIWHEAT, MORALE_LACTOSE, MORALE_MEATARIAN, MORALE_NULL, MORALE_VEGETARIAN, trait_ANTIFRUIT, trait_ANTIJUNK, trait_ANTIWHEAT, trait_LACTOSE, trait_MEATARIAN, and trait_VEGETARIAN.

Referenced by item::color_in_inventory(), item::food_info(), modify_morale(), and will_eat().

◆ allocated_invlets()

invlets_bitset Character::allocated_invlets ( ) const

Only use for UI things.

Returns all invlets that are currently used in the player inventory, the weapon slot and the worn items.

Definition at line 2479 of file character.cpp.

2480{
2482
2483 invlets.set( weapon.invlet );
2484 for( const auto &w : worn ) {
2485 invlets.set( w.invlet );
2486 }
2487
2488 invlets[0] = false;
2489
2490 return invlets;
2491}
inventory inv
Definition: character.h:1573
item weapon
Definition: character.h:1576
invlets_bitset allocated_invlets() const
Definition: inventory.cpp:1261
std::bitset< std::numeric_limits< char >::max()> invlets_bitset
Definition: inventory.h:36

References inventory::allocated_invlets(), inv, item::invlet, weapon, and worn.

Referenced by inventory::assign_empty_invlet(), game_menus::inv::common(), and i_add().

◆ amount_of_storage_bionics()

std::pair< int, int > Character::amount_of_storage_bionics ( ) const

Returns amount of Storage CBMs in the corpse.

Definition at line 2730 of file bionics.cpp.

2731{
2733
2734 // exclude amount of power capacity obtained via non-power-storage CBMs
2735 for( const bionic &it : *my_bionics ) {
2736 lvl -= it.info().capacity;
2737 }
2738
2739 std::pair<int, int> results( 0, 0 );
2740 if( lvl <= 0_kJ ) {
2741 return results;
2742 }
2743
2744 const units::energy pow_mkI = bio_power_storage->capacity;
2746
2747 while( lvl >= std::min( pow_mkI, pow_mkII ) ) {
2748 if( one_in( 2 ) ) {
2749 if( lvl >= pow_mkI ) {
2750 results.first++;
2751 lvl -= pow_mkI;
2752 }
2753 } else {
2754 if( lvl >= pow_mkII ) {
2755 results.second++;
2756 lvl -= pow_mkII;
2757 }
2758 }
2759 }
2760 return results;
2761}
units::energy get_max_power_level() const
Definition: character.cpp:1895
units::energy capacity
Power bank size.
Definition: bionics.h:49

References bio_power_storage, bio_power_storage_mkII, bionic_data::capacity, get_max_power_level(), my_bionics, and one_in().

Referenced by place_corpse().

◆ amount_worn()

int Character::amount_worn ( const itype_id id) const

Returns the amount of item ‘type’ that is currently worn.

Definition at line 2173 of file character.cpp.

2174{
2175 int amount = 0;
2176 for( auto &elem : worn ) {
2177 if( elem.typeId() == id ) {
2178 ++amount;
2179 }
2180 }
2181 return amount;
2182}

References worn.

Referenced by can_wear().

◆ apply_damage()

void Character::apply_damage ( Creature source,
bodypart_id  hurt,
int  dam,
bool  bypass_med = false 
)
overridevirtual

Actually hurt the player, hurts a body_part directly, no armor reduction.

Implements Creature.

Definition at line 8376 of file character.cpp.

8378{
8380 // don't do any more damage if we're already dead
8381 // Or if we're debugging and don't want to die
8382 return;
8383 }
8384
8385 if( hurt == bodypart_id( "num_bp" ) ) {
8386 debugmsg( "Wacky body part hurt!" );
8387 hurt = bodypart_id( "torso" );
8388 }
8389
8390 mod_pain( dam / 2 );
8391
8392 const bodypart_id &part_to_damage = hurt->main_part;
8393
8394 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( part_to_damage ) );
8395
8396 mod_part_hp_cur( part_to_damage, - dam_to_bodypart );
8398
8399 if( !weapon.is_null() && !as_player()->can_wield( weapon ).success() &&
8400 can_unwield( weapon ).success() ) {
8401 add_msg_if_player( _( "You are no longer able to wield your %s and drop it!" ),
8402 weapon.display_name() );
8404 i_rem( &weapon );
8405 }
8406 if( has_effect( effect_mending, part_to_damage->token ) ) {
8407 effect &e = get_effect( effect_mending, part_to_damage->token );
8408 float remove_mend = dam / 20.0f;
8409 e.mod_duration( -e.get_max_duration() * remove_mend );
8410 }
8411
8412 if( dam > get_painkiller() ) {
8413 on_hurt( source );
8414 }
8415
8416 if( is_dead_state() ) {
8417 // if the player killed himself, add it to the kill count list
8418 if( !is_npc() && !killer && source == g->u.as_character() ) {
8420 get_name() );
8421 }
8422 set_killer( source );
8423 }
8424
8425 if( !bypass_med ) {
8426 // remove healing effects if damaged
8427 int remove_med = roll_remainder( dam / 5.0f );
8428 if( remove_med > 0 && has_effect( effect_bandaged, part_to_damage->token ) ) {
8429 remove_med -= reduce_healing_effect( effect_bandaged, remove_med, part_to_damage );
8430 }
8431 if( remove_med > 0 && has_effect( effect_disinfected, part_to_damage->token ) ) {
8432 reduce_healing_effect( effect_disinfected, remove_med, part_to_damage );
8433 }
8434 }
8435}
void put_into_vehicle_or_drop(Character &c, item_drop_reason, const std::list< item > &items)
static const trait_id trait_DEBUG_NODMG("DEBUG_NODMG")
static const efftype_id effect_bandaged("bandaged")
static const efftype_id effect_disinfected("disinfected")
static const efftype_id effect_mending("mending")
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:755
int get_painkiller() const
Returns intensity of painkillers
Definition: character.cpp:9781
item i_rem(int pos)
Remove a specific item from player possession.
Definition: character.cpp:2357
int reduce_healing_effect(const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
Reduce healing effect intensity, return initial intensity of the effect.
Definition: character.cpp:8593
void on_hurt(Creature *source, bool disturb=true)
Handles effects that happen when the player is damaged and aware of the fact.
Definition: character.cpp:8666
ret_val< bool > can_wield(const item &it) const
Check whether character is capable of wielding given item.
Definition: character.cpp:3071
ret_val< bool > can_unwield(const item &it) const
Check whether character is capable of unwielding given item.
Definition: character.cpp:3110
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:490
std::string get_name() const override
Definition: character.cpp:5978
void mod_part_hp_cur(const bodypart_id &id, int mod)
Definition: creature.cpp:1611
int get_part_hp_cur(const bodypart_id &id) const
Definition: creature.cpp:1581
virtual player * as_player()
Definition: creature.h:122
void set_killer(Creature *killer)
Definition: creature.cpp:1451
virtual bool is_npc() const
Definition: creature.h:98
Creature * killer
Definition: creature.h:808
Definition: effect.h:161
void mod_duration(const time_duration &dur, bool alert=false)
Mods the duration, capping at max_duration if it exists.
Definition: effect.cpp:821
time_duration get_max_duration() const
Returns the maximum duration of an effect.
Definition: effect.cpp:801
void send(const cata::event &) const
Definition: event_bus.cpp:58
bool is_null() const
Definition: item.cpp:732
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4820
@ character_takes_damage
@ character_kills_character
event_bus & get_event_bus()
Definition: game.cpp:12047

References _, Creature::add_msg_if_player(), Creature::as_player(), can_unwield(), can_wield(), character_kills_character, character_takes_damage, debugmsg, item::display_name(), effect_bandaged, effect_disinfected, effect_mending, g, Creature::get_effect(), get_event_bus(), effect::get_max_duration(), get_name(), get_painkiller(), Creature::get_part_hp_cur(), get_player_character(), getID(), Creature::has_effect(), has_trait(), i_rem(), is_dead_state(), Creature::is_npc(), item::is_null(), Creature::killer, effect::mod_duration(), mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), put_into_vehicle_or_drop(), reduce_healing_effect(), roll_remainder(), event_bus::send(), Creature::set_killer(), trait_DEBUG_NODMG, tumbling, and weapon.

Referenced by activate_bionic(), iuse::blech(), cough(), debug_menu::debug(), do_damage_for_bionic_failure(), eff_fun_bleed(), eff_fun_fungus(), iuse::ehandcuffs(), game::find_or_make_stairs(), heal_actor::finish_using(), iexamine::flower_cactus(), iexamine::flower_poppy(), game::handle_action(), start_location::handle_heli_crash(), hardcoded_effects(), knock_back_to(), activity_handlers::operation_do_turn(), process_one_effect(), suffer_from_sunburn(), suffer_water_damage(), and suffer_while_underwater().

◆ apply_mods()

void Character::apply_mods ( const trait_id mut,
bool  add_remove 
)
protected

Applies stat mods to character.

Definition at line 204 of file mutation.cpp.

205{
206 int sign = add_remove ? 1 : -1;
207 int str_change = get_mod( mut, "STR" );
208 str_max += sign * str_change;
209 per_max += sign * get_mod( mut, "PER" );
210 dex_max += sign * get_mod( mut, "DEX" );
211 int_max += sign * get_mod( mut, "INT" );
212
213 if( str_change != 0 ) {
214 recalc_hp();
215 }
216}
void recalc_hp()
Recalculates HP after a change to max strength.
Definition: character.cpp:1568
int get_mod(const trait_id &mut, const std::string &arg) const
Retrieves a stat mod of a mutation.
Definition: mutation.cpp:193

References dex_max, get_mod(), int_max, per_max, recalc_hp(), and str_max.

Referenced by deactivate_mutation(), mutation_effect(), mutation_loss_effect(), mutation_spend_resources(), and suffer_mutation_power().

◆ apply_persistent_morale()

void Character::apply_persistent_morale ( )

Ensures persistent morale effects are up-to-date.

Definition at line 8980 of file character.cpp.

8981{
8982 // Hoarders get a morale penalty if they're not carrying a full inventory.
8983 if( has_trait( trait_HOARDER ) ) {
8984 int pen = ( volume_capacity() - volume_carried() ) / 125_ml;
8985 if( pen > 70 ) {
8986 pen = 70;
8987 }
8988 if( pen <= 0 ) {
8989 pen = 0;
8990 }
8991 if( has_effect( effect_took_xanax ) ) {
8992 pen = pen / 7;
8993 } else if( has_effect( effect_took_prozac ) ) {
8994 pen = pen / 2;
8995 }
8996 if( pen > 0 ) {
8997 add_morale( MORALE_PERM_HOARDER, -pen, -pen, 1_minutes, 1_minutes, true );
8998 }
8999 }
9000 // Nomads get a morale penalty if they stay near the same overmap tiles too long.
9002 const tripoint_abs_omt ompos = global_omt_location();
9003 float total_time = 0;
9004 // Check how long we've stayed in any overmap tile within 5 of us.
9005 const int max_dist = 5;
9006 for( const tripoint_abs_omt &pos : points_in_radius( ompos, max_dist ) ) {
9007 const float dist = rl_dist( ompos, pos );
9008 if( dist > max_dist ) {
9009 continue;
9010 }
9011 const auto iter = overmap_time.find( pos.xy() );
9012 if( iter == overmap_time.end() ) {
9013 continue;
9014 }
9015 // Count time in own tile fully, tiles one away as 4/5, tiles two away as 3/5, etc.
9016 total_time += to_moves<float>( iter->second ) * ( max_dist - dist ) / max_dist;
9017 }
9018 // Characters with higher tiers of Nomad suffer worse morale penalties, faster.
9019 int max_unhappiness;
9020 float min_time, max_time;
9021 if( has_trait( trait_NOMAD ) ) {
9022 max_unhappiness = 20;
9023 min_time = to_moves<float>( 2_days );
9024 max_time = to_moves<float>( 4_days );
9025 } else if( has_trait( trait_NOMAD2 ) ) {
9026 max_unhappiness = 40;
9027 min_time = to_moves<float>( 1_days );
9028 max_time = to_moves<float>( 2_days );
9029 } else { // traid_NOMAD3
9030 max_unhappiness = 60;
9031 min_time = to_moves<float>( 12_hours );
9032 max_time = to_moves<float>( 1_days );
9033 }
9034 // The penalty starts at 1 at min_time and scales up to max_unhappiness at max_time.
9035 const float t = ( total_time - min_time ) / ( max_time - min_time );
9036 const int pen = std::ceil( lerp_clamped( 0, max_unhappiness, t ) );
9037 if( pen > 0 ) {
9038 add_morale( MORALE_PERM_NOMAD, -pen, -pen, 1_minutes, 1_minutes, true );
9039 }
9040 }
9041
9042 if( has_trait( trait_PROF_FOODP ) ) {
9043 // Loosing your face is distressing
9044 if( !( is_wearing( itype_id( "foodperson_mask" ) ) ||
9045 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
9046 add_morale( MORALE_PERM_NOFACE, -20, -20, 1_minutes, 1_minutes, true );
9047 } else if( is_wearing( itype_id( "foodperson_mask" ) ) ||
9048 is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9050 }
9051
9052 if( is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9053 add_morale( MORALE_PERM_FPMODE_ON, 10, 10, 1_minutes, 1_minutes, true );
9054 } else {
9056 }
9057 }
9058}
constexpr T lerp_clamped(const T &min, const T &max, float t)
Linear interpolation with t clamped to [0, 1].
Definition: cata_utility.h:166
static const efftype_id effect_took_prozac("took_prozac")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static const trait_id trait_HOARDER("HOARDER")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_took_xanax("took_xanax")
units::volume volume_capacity() const
Definition: character.cpp:2654
std::unordered_map< point_abs_omt, time_duration > overmap_time
Amount of time the player has spent in each overmap tile.
Definition: character.h:2283
units::volume volume_carried() const
Definition: character.cpp:2527
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9065
void rem_morale(const morale_type &type)
Definition: character.cpp:9086
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3216
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
const morale_type MORALE_PERM_FPMODE_ON("morale_perm_fpmode_on")
const morale_type MORALE_PERM_HOARDER("morale_perm_hoarder")
const morale_type MORALE_PERM_NOMAD("morale_perm_nomad")
const morale_type MORALE_PERM_NOFACE("morale_perm_noface")
constexpr point xy() const
Definition: point.h:206

References add_morale(), effect_took_prozac, effect_took_xanax, global_omt_location(), Creature::has_effect(), has_trait(), is_wearing(), itype_id, lerp_clamped(), MORALE_PERM_FPMODE_ON, MORALE_PERM_HOARDER, MORALE_PERM_NOFACE, MORALE_PERM_NOMAD, overmap_time, points_in_radius(), pos(), rem_morale(), rl_dist(), trait_HOARDER, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, trait_PROF_FOODP, volume_capacity(), volume_carried(), and tripoint::xy().

Referenced by debug_menu::character_edit_menu(), check_and_recover_morale(), avatar::create(), and update_morale().

◆ apply_skill_boost()

void Character::apply_skill_boost ( )
private

Applies skill-based boosts to stats.

Definition at line 3551 of file character.cpp.

3552{
3553 for( const skill_boost &boost : skill_boost::get_all() ) {
3554 // For migration, reset previously applied bonus.
3555 // Remove after 0.E or so.
3556 const std::string bonus_name = boost.stat() + std::string( "_bonus" );
3557 std::string previous_bonus = get_value( bonus_name );
3558 if( !previous_bonus.empty() ) {
3559 if( boost.stat() == "str" ) {
3560 str_max -= atoi( previous_bonus.c_str() );
3561 } else if( boost.stat() == "dex" ) {
3562 dex_max -= atoi( previous_bonus.c_str() );
3563 } else if( boost.stat() == "int" ) {
3564 int_max -= atoi( previous_bonus.c_str() );
3565 } else if( boost.stat() == "per" ) {
3566 per_max -= atoi( previous_bonus.c_str() );
3567 }
3568 remove_value( bonus_name );
3569 }
3570 // End migration code
3571 int skill_total = 0;
3572 for( const std::string &skill_str : boost.skills() ) {
3573 skill_total += get_skill_level( skill_id( skill_str ) );
3574 }
3575 mod_stat( boost.stat(), boost.calc_bonus( skill_total ) );
3576 if( boost.stat() == "str" ) {
3577 recalc_hp();
3578 }
3579 }
3580}
void mod_stat(const std::string &stat, float modifier) override
Definition: character.cpp:537
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3332
void remove_value(const std::string &key)
Definition: creature.cpp:1356
static const std::vector< skill_boost > & get_all()
Definition: skill_boost.cpp:15

References dex_max, skill_boost::get_all(), get_skill_level(), Creature::get_value(), int_max, mod_stat(), per_max, recalc_hp(), Creature::remove_value(), skill_id, and str_max.

Referenced by reset_stats().

◆ apply_wetness_morale()

void Character::apply_wetness_morale ( int  temperature)

Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.

Definition at line 1780 of file suffer.cpp.

1781{
1782 // First, a quick check if we have any wetness to calculate morale from
1783 // Faster than checking all worn items for friendliness
1784 if( !std::any_of( body_wetness.begin(), body_wetness.end(),
1785 []( const int w ) {
1786 return w != 0;
1787} ) ) {
1788 return;
1789 }
1790
1791 // Normalize temperature to [-1.0,1.0]
1792 temperature = std::max( 0, std::min( 100, temperature ) );
1793 const double global_temperature_mod = -1.0 + ( 2.0 * temperature / 100.0 );
1794
1795 int total_morale = 0;
1796 const auto wet_friendliness = exclusive_flag_coverage( "WATER_FRIENDLY" );
1797 for( const body_part bp : all_body_parts ) {
1798 // Sum of body wetness can go up to 103
1799 const int part_drench = body_wetness[bp];
1800 if( part_drench == 0 ) {
1801 continue;
1802 }
1803
1804 const auto &part_arr = mut_drench[bp];
1805 const int part_ignored = part_arr[WT_IGNORED];
1806 const int part_neutral = part_arr[WT_NEUTRAL];
1807 const int part_good = part_arr[WT_GOOD];
1808
1809 if( part_ignored >= part_drench ) {
1810 continue;
1811 }
1812
1813 int bp_morale = 0;
1814 const bool is_friendly = wet_friendliness.test( bp );
1815 const int effective_drench = part_drench - part_ignored;
1816 if( is_friendly ) {
1817 // Using entire bonus from mutations and then some "human" bonus
1818 bp_morale = std::min( part_good, effective_drench ) + effective_drench / 2;
1819 } else if( effective_drench < part_good ) {
1820 // Positive or 0
1821 // Won't go higher than part_good / 2
1822 // Wet slime/scale doesn't feel as good when covered by wet rags/fur/kevlar
1823 bp_morale = std::min( effective_drench, part_good - effective_drench );
1824 } else if( effective_drench > part_good + part_neutral ) {
1825 // This one will be negative
1826 bp_morale = part_good + part_neutral - effective_drench;
1827 }
1828
1829 // Clamp to [COLD,HOT] and cast to double
1830 const double part_temperature =
1831 std::min( BODYTEMP_HOT, std::max( BODYTEMP_COLD, temp_cur[bp] ) );
1832 // 0.0 at COLD, 1.0 at HOT
1833 const double part_mod = ( part_temperature - BODYTEMP_COLD ) /
1835 // Average of global and part temperature modifiers, each in range [-1.0, 1.0]
1836 double scaled_temperature = ( global_temperature_mod + part_mod ) / 2;
1837
1838 if( bp_morale < 0 ) {
1839 // Damp, hot clothing on hot skin feels bad
1840 scaled_temperature = std::fabs( scaled_temperature );
1841 }
1842
1843 // For an unmutated human swimming in deep water, this will add up to:
1844 // +51 when hot in 100% water friendly clothing
1845 // -103 when cold/hot in 100% unfriendly clothing
1846 total_morale += static_cast<int>( bp_morale * ( 1.0 + scaled_temperature ) / 2.0 );
1847 }
1848
1849 if( total_morale == 0 ) {
1850 return;
1851 }
1852
1853 int morale_effect = total_morale / 8;
1854 if( morale_effect == 0 ) {
1855 if( total_morale > 0 ) {
1856 morale_effect = 1;
1857 } else {
1858 morale_effect = -1;
1859 }
1860 }
1861 // 61_seconds because decay is applied in 1_minutes increments
1862 add_morale( MORALE_WET, morale_effect, total_morale, 61_seconds, 61_seconds, true );
1863}
constexpr std::array< body_part, 12 > all_body_parts
Contains all valid body_part values in the order they are defined in.
Definition: bodypart.h:82
body_part
Definition: bodypart.h:39
body_part_set exclusive_flag_coverage(const std::string &flag) const
Bitset of all the body parts covered only with items with flag (or nothing)
Definition: character.cpp:4050
std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bp > mut_drench
Definition: character.h:857
const morale_type MORALE_WET("morale_wet")
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
quantity< int, temperature_in_millidegree_celsius_tag > temperature
static constexpr int BODYTEMP_COLD
Do not change this value, it is an arbitrary anchor on which other calculations are made.
Definition: weather.h:34
static constexpr int BODYTEMP_HOT
Level 2 hotness.
Definition: weather.h:38

References add_morale(), all_body_parts, body_wetness, BODYTEMP_COLD, BODYTEMP_HOT, exclusive_flag_coverage(), units::fabs(), MORALE_WET, mut_drench, temp_cur, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by game::do_turn().

◆ armor_absorb()

bool Character::armor_absorb ( damage_unit du,
item armor 
)

Reduces and mutates du, prints messages about armor taking damage.

Returns
true if the armor was completely destroyed (and the item must be deleted).

Definition at line 8133 of file character.cpp.

8134{
8135 if( rng( 1, 100 ) > armor.get_coverage() ) {
8136 return false;
8137 }
8138
8139 // TODO: add some check for power armor
8140 armor.mitigate_damage( du );
8141
8142 // We want armor's own resistance to this type, not the resistance it grants
8143 const int armors_own_resist = armor.damage_resist( du.type, true );
8144 if( armors_own_resist > 1000 ) {
8145 // This is some weird type that doesn't damage armors
8146 return false;
8147 }
8148
8149 // Scale chance of article taking damage based on the number of parts it covers.
8150 // This represents large articles being able to take more punishment
8151 // before becoming ineffective or being destroyed.
8152 const int num_parts_covered = armor.get_covered_body_parts().count();
8153 if( !one_in( num_parts_covered ) ) {
8154 return false;
8155 }
8156
8157 // Don't damage armor as much when bypassed by armor piercing
8158 // Most armor piercing damage comes from bypassing armor, not forcing through
8159 const int raw_dmg = du.amount;
8160 if( raw_dmg > armors_own_resist ) {
8161 // If damage is above armor value, the chance to avoid armor damage is
8162 // 50% + 50% * 1/dmg
8163 if( one_in( raw_dmg ) || one_in( 2 ) ) {
8164 return false;
8165 }
8166 } else {
8167 // Sturdy items and power armors never take chip damage.
8168 // Other armors have 0.5% of getting damaged from hits below their armor value.
8169 if( armor.has_flag( flag_STURDY ) || !one_in( 200 ) ) {
8170 return false;
8171 }
8172 }
8173
8174 const material_type &material = armor.get_random_material();
8175 std::string damage_verb = ( du.type == DT_BASH ) ? material.bash_dmg_verb() :
8176 material.cut_dmg_verb();
8177
8178 const std::string pre_damage_name = armor.tname();
8179 const std::string pre_damage_adj = armor.get_base_material().dmg_adj( armor.damage_level( 4 ) );
8180
8181 // add "further" if the damage adjective and verb are the same
8182 std::string format_string = ( pre_damage_adj == damage_verb ) ?
8183 _( "Your %1$s is %2$s further!" ) : _( "Your %1$s is %2$s!" );
8184 add_msg_if_player( m_bad, format_string, pre_damage_name, damage_verb );
8185 //item is damaged
8186 if( is_player() ) {
8187 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ), m_neutral,
8188 damage_verb,
8189 m_info );
8190 }
8191
8192 return armor.mod_damage( armor.has_flag( "FRAGILE" ) ?
8194}
static const std::string flag_STURDY("STURDY")
virtual bool is_player() const
Definition: creature.h:92
size_t count() const
Definition: bodypart.h:254
const material_type & get_random_material() const
Get a material reference to a random material that this item is made of.
Definition: item.cpp:7141
bool mod_damage(int qty, damage_type dt)
Apply damage to const itemrained by min_damage and max_damage.
Definition: item.cpp:6226
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage_resist(damage_type dt, bool to_self=false) const
Resistance provided by this item against damage type given by an enum.
Definition: item.cpp:6371
const material_type & get_base_material() const
Get the basic (main) material of this item.
Definition: item.cpp:7146
body_part_set get_covered_body_parts() const
Bitset of all covered body parts.
Definition: item.cpp:753
int get_coverage() const
Returns the relative coverage that this item has when worn.
Definition: item.cpp:5900
void mitigate_damage(damage_unit &du) const
Assuming that specified du hit the armor, reduce du based on the item's resistance to the damage type...
Definition: item.cpp:6363
std::string cut_dmg_verb() const
Definition: material.cpp:190
std::string dmg_adj(int damage) const
Definition: material.cpp:195
std::string bash_dmg_verb() const
Definition: material.cpp:185
static constexpr int damage_scale
Definition: itype.h:1008

References _, scrollingcombattext::add(), Creature::add_msg_if_player(), damage_unit::amount, material_type::bash_dmg_verb(), body_part_set::count(), material_type::cut_dmg_verb(), item::damage_level(), item::damage_resist(), itype::damage_scale, material_type::dmg_adj(), DT_BASH, flag_STURDY(), item::get_base_material(), item::get_coverage(), item::get_covered_body_parts(), item::get_random_material(), item::has_flag(), Creature::is_player(), m_bad, m_info, m_neutral, item::mitigate_damage(), item::mod_damage(), NORTH, one_in(), posx(), posy(), remove_color_tags(), rng(), SCT, item::tname(), and damage_unit::type.

Referenced by absorb_hit().

◆ armwear_factor()

double Character::armwear_factor ( ) const

Same as footwear factor, but for arms.

Definition at line 8897 of file character.cpp.

8898{
8899 double ret = 0;
8900 if( wearing_something_on( bodypart_id( "arm_l" ) ) ) {
8901 ret += .5;
8902 }
8903 if( wearing_something_on( bodypart_id( "arm_r" ) ) ) {
8904 ret += .5;
8905 }
8906 return ret;
8907}
bool wearing_something_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body part.
Definition: character.cpp:8833

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by suffer_in_sunlight().

◆ as_character() [1/2]

const Character * Character::as_character ( ) const
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 235 of file character.h.

235 {
236 return this;
237 }

◆ as_character() [2/2]

Character * Character::as_character ( )
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 232 of file character.h.

232 {
233 return this;
234 }

Referenced by debug_menu::character_edit_menu(), doors::close_door(), and emit_radio_signal().

◆ assign_activity() [1/2]

void Character::assign_activity ( const activity_id type,
int  moves = calendar::INDEFINITELY_LONG,
int  index = -1,
int  pos = INT_MIN,
const std::string &  name = "" 
)

Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming.

TODO: delete this once migration of activites to the activity_actor system is complete

Definition at line 9163 of file character.cpp.

9165{
9167}
int moves
Definition: creature.h:578

References assign_activity(), Creature::moves, name, pos(), and type.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), butcher_submenu(), cast_spell(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), iuse::dig(), iuse::dig_channel(), crafting::disassemble_all(), overmap_ui::display(), talk_function::do_butcher(), talk_function::do_chop_plank(), talk_function::do_chop_trees(), talk_function::do_construction(), talk_function::do_farming(), talk_function::do_fishing(), talk_function::do_mining(), npc::do_pulp(), player_activity::do_turn(), talk_function::do_vehicle_deconstruct(), talk_function::do_vehicle_repair(), drop(), game::exam_vehicle(), iuse::fill_pit(), npc::find_job_to_perform(), talk_function::find_mount(), aim_activity_actor::finish(), avatar_action::fire_ranged_bionic(), avatar_action::fire_ranged_mutation(), avatar_action::fire_wielded_weapon(), activity_handlers::fish_finish(), iuse::fishing_rod(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), talk_function::give_aid(), talk_function::give_all_aid(), avatar_funcs::gunmod_add(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), iuse::hand_crank(), install_bionics(), vehicle::interact_with(), iuse::jackhammer(), loot(), iuse::makemound(), iuse::meditate(), monexamine::milk_source(), iuse::mind_splicer(), mine_activity(), iuse::oxytorch(), iuse::pickaxe(), game::place_player(), iexamine::plant_seed(), iuse::play_game(), monexamine::play_with(), avatar_action::plthrow(), iuse::portable_game(), prompt_disassemble_single(), avatar::read(), avatar_action::reload(), activity_handlers::resume_for_multi_activities(), iuse::robotcontrol(), iexamine::rubble(), iexamine::safe(), iuse::shavekit(), monexamine::shear_animal(), show_armor_layers_ui(), iexamine::shrub_wildveggies(), smash(), talk_function::sort_loot(), player::start_craft(), start_destination_activity(), game::start_hauling(), npc::start_read(), gates::toggle_gate(), avatar_funcs::toolmod_add(), iexamine::trap(), try_start_hacking(), avatar_funcs::try_to_sleep(), uninstall_bionic(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), learn_spell_actor::use(), cast_spell_actor::use(), vehicle_activity(), iuse::vibe(), wait(), and wash_items().

◆ assign_activity() [2/2]

void Character::assign_activity ( const player_activity act,
bool  allow_resume = true 
)

Assigns activity to player, possibly resuming old activity if it's similar enough.

Definition at line 9169 of file character.cpp.

9170{
9171 bool resuming = false;
9172 if( allow_resume && !backlog.empty() && backlog.front().can_resume_with( act, *this ) ) {
9173 resuming = true;
9174 add_msg_if_player( _( "You resume your task." ) );
9175 activity = backlog.front();
9176 backlog.pop_front();
9177 } else {
9178 if( activity ) {
9179 backlog.push_front( activity );
9180 }
9181
9182 activity = act;
9183 }
9184
9185 activity.start_or_resume( *this, resuming );
9186
9187 if( is_npc() ) {
9189 npc *guy = dynamic_cast<npc *>( this );
9193 }
9194}
void cancel_stashed_activity()
Definition: character.cpp:893
std::list< player_activity > backlog
Definition: character.h:1571
Definition: npc.h:744
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3173
activity_id current_activity_id
Definition: npc.h:1210
void set_mission(npc_mission new_mission)
Definition: npc.cpp:3152
const activity_id & id() const
void start_or_resume(Character &who, bool resuming)
Preform necessary initialization to start or resume the activity.
@ NPCATT_ACTIVITY
Definition: npc.h:98
@ NPC_MISSION_ACTIVITY
Definition: npc.h:153
activity_id act
Definition: sounds.cpp:75

References _, act, activity, Creature::add_msg_if_player(), backlog, cancel_stashed_activity(), npc::current_activity_id, player_activity::id(), Creature::is_npc(), NPC_MISSION_ACTIVITY, NPCATT_ACTIVITY, npc::set_attitude(), npc::set_mission(), and player_activity::start_or_resume().

◆ assign_stashed_activity()

void Character::assign_stashed_activity ( )

Definition at line 915 of file character.cpp.

916{
920}
player_activity stashed_outbounds_backlog
Definition: character.h:1569
player_activity stashed_outbounds_activity
Definition: character.h:1568

References activity, backlog, cancel_stashed_activity(), stashed_outbounds_activity, and stashed_outbounds_backlog.

Referenced by npc::move().

◆ attack_cost()

int Character::attack_cost ( const item weap) const

Returns cost (in moves) of attacking with given item (no modifiers, like stuck)

Melee increases melee attack speed Dexterity increases attack speed

Definition at line 2251 of file melee.cpp.

2252{
2253 const int base_move_cost = weap.attack_cost() / 2;
2254 const int melee_skill = has_active_bionic( bionic_id( bio_cqb ) ) ? BIO_CQB_LEVEL : get_skill_level(
2255 skill_melee );
2256 /** @EFFECT_MELEE increases melee attack speed */
2257 const int skill_cost = static_cast<int>( ( base_move_cost * ( 15 - melee_skill ) / 15 ) );
2258 /** @EFFECT_DEX increases attack speed */
2259 const int dexbonus = dex_cur / 2;
2260 const int encumbrance_penalty = encumb( bp_torso ) +
2261 ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 2;
2262 const int ma_move_cost = mabuff_attack_cost_penalty();
2263 const float stamina_ratio = static_cast<float>( get_stamina() ) / static_cast<float>
2264 ( get_stamina_max() );
2265 // Increase cost multiplier linearly from 1.0 to 2.0 as stamina goes from 25% to 0%.
2266 const float stamina_penalty = 1.0 + std::max( ( 0.25f - stamina_ratio ) * 4.0f, 0.0f );
2267 const float ma_mult = mabuff_attack_cost_mult();
2268
2269 int move_cost = base_move_cost;
2270 // Stamina penalty only affects base/2 and encumbrance parts of the cost
2271 move_cost += encumbrance_penalty;
2272 move_cost *= stamina_penalty;
2273 move_cost += skill_cost;
2274 move_cost -= dexbonus;
2275
2277
2278 // Martial arts last. Flat has to be after mult, because comments say so.
2279 move_cost *= ma_mult;
2280 move_cost += ma_move_cost;
2281
2282 move_cost *= mutation_value( "attackcost_modifier" );
2283
2284 if( move_cost < 25 ) {
2285 return 25;
2286 }
2287
2288 return move_cost;
2289}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
int get_stamina() const
Definition: character.cpp:7066
float mabuff_attack_cost_mult() const
Returns the multiplier on move cost of attacks.
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6623
int mabuff_attack_cost_penalty() const
Returns the flat penalty to move cost of attacks.
int encumb(body_part bp) const
Returns ENC provided by armor, etc.
Definition: character.cpp:4007
double bonus_from_enchantments(double base, enchant_vals::mod value, bool round=false) const
Calculate bonus from enchantments for given base value.
Definition: character.cpp:7883
int get_stamina_max() const
Definition: character.cpp:7071
int attack_cost() const
Base number of moves (Creature::moves) that a single melee attack with this items takes.
Definition: item.cpp:5181
static constexpr int BIO_CQB_LEVEL
static const bionic_id bio_cqb("bio_cqb")
static const skill_id skill_melee("melee")

References item::attack_cost(), enchant_vals::ATTACK_COST, bio_cqb, BIO_CQB_LEVEL, bionic_id, bonus_from_enchantments(), bp_hand_l, bp_hand_r, bp_torso, dex_cur, encumb(), get_skill_level(), get_stamina(), get_stamina_max(), has_active_bionic(), mabuff_attack_cost_mult(), mabuff_attack_cost_penalty(), move_cost(), mutation_value(), and skill_melee.

Referenced by item::combat_info(), item::effective_dps(), melee_attack(), reach_attack(), and avatar_funcs::try_disarm_npc().

◆ attitude_to()

Creature::Attitude Character::attitude_to ( const Creature other) const
overridevirtual

Attitude (of this creature) towards another creature.

This might not be symmetric.

Implements Creature.

Reimplemented in npc.

Definition at line 10360 of file character.cpp.

10361{
10362 const auto m = dynamic_cast<const monster *>( &other );
10363 if( m != nullptr ) {
10364 if( m->friendly != 0 ) {
10365 return A_FRIENDLY;
10366 }
10367 switch( m->attitude( const_cast<Character *>( this ) ) ) {
10368 // player probably does not want to harm them, but doesn't care much at all.
10369 case MATT_FOLLOW:
10370 case MATT_FPASSIVE:
10371 case MATT_IGNORE:
10372 case MATT_FLEE:
10373 return A_NEUTRAL;
10374 // player does not want to harm those.
10375 case MATT_FRIEND:
10376 case MATT_ZLAVE:
10377 // Don't want to harm your zlave!
10378 return A_FRIENDLY;
10379 case MATT_ATTACK:
10380 return A_HOSTILE;
10381 case MATT_NULL:
10383 break;
10384 }
10385
10386 return A_NEUTRAL;
10387 }
10388
10389 const auto p = dynamic_cast<const npc *>( &other );
10390 if( p != nullptr ) {
10391 if( p->is_enemy() ) {
10392 return A_HOSTILE;
10393 } else if( p->is_player_ally() ) {
10394 return A_FRIENDLY;
10395 } else {
10396 return A_NEUTRAL;
10397 }
10398 } else if( &other == this ) {
10399 return A_FRIENDLY;
10400 }
10401
10402 return A_NEUTRAL;
10403}
@ A_NEUTRAL
Definition: creature.h:168
@ A_HOSTILE
Definition: creature.h:167
@ A_FRIENDLY
Definition: creature.h:169
@ MATT_ZLAVE
Definition: monster.h:63
@ MATT_FLEE
Definition: monster.h:59
@ NUM_MONSTER_ATTITUDES
Definition: monster.h:64
@ MATT_FRIEND
Definition: monster.h:57
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
@ MATT_NULL
Definition: monster.h:56
@ MATT_IGNORE
Definition: monster.h:60
@ MATT_FPASSIVE
Definition: monster.h:58

References Creature::A_FRIENDLY, Creature::A_HOSTILE, Creature::A_NEUTRAL, MATT_ATTACK, MATT_FLEE, MATT_FOLLOW, MATT_FPASSIVE, MATT_FRIEND, MATT_IGNORE, MATT_NULL, MATT_ZLAVE, NUM_MONSTER_ATTITUDES, and other.

Referenced by game::is_hostile_within(), and show_armor_layers_ui().

◆ avoid_trap()

bool Character::avoid_trap ( const tripoint pos,
const trap tr 
) const
overridevirtual

Called when character triggers a trap, returns true if they don't set it off.

Dexterity increases chance to avoid traps Dodge increases chance to avoid traps

Implements Creature.

Definition at line 10236 of file character.cpp.

10237{
10238 /** @EFFECT_DEX increases chance to avoid traps */
10239
10240 /** @EFFECT_DODGE increases chance to avoid traps */
10241 int myroll = dice( 3, dex_cur + get_skill_level( skill_dodge ) * 1.5 );
10242 int traproll;
10243 if( tr.can_see( pos, *this ) ) {
10244 traproll = dice( 3, tr.get_avoidance() );
10245 } else {
10246 traproll = dice( 6, tr.get_avoidance() );
10247 }
10248
10249 return myroll >= traproll;
10250}
static const skill_id skill_dodge("dodge")
int dice(int number, int sides)
Definition: rng.cpp:85
int get_avoidance() const
Whether triggering the trap can be avoid (if greater than 0) and if so, this is compared to dodge ski...
Definition: trap.h:144
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223

References trap::can_see(), dex_cur, dice(), trap::get_avoidance(), get_skill_level(), pos(), and skill_dodge.

◆ base_age()

int Character::base_age ( ) const

Definition at line 6758 of file character.cpp.

6759{
6760 return init_age;
6761}

References init_age.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_age(), and set_description().

◆ base_height()

int Character::base_height ( ) const

Definition at line 6787 of file character.cpp.

6788{
6789 return init_height;
6790}
int init_height
height at character creation
Definition: character.h:2139

References init_height.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_height(), and set_description().

◆ basic_symbol_color()

nc_color Character::basic_symbol_color ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 5992 of file character.cpp.

5993{
5994 if( has_effect( effect_onfire ) ) {
5995 return c_red;
5996 }
5997 if( has_effect( effect_stunned ) ) {
5998 return c_light_blue;
5999 }
6000 if( has_effect( effect_boomered ) ) {
6001 return c_pink;
6002 }
6003 if( has_active_mutation( trait_id( "SHELL2" ) ) ) {
6004 return c_magenta;
6005 }
6006 if( is_underwater() ) {
6007 return c_blue;
6008 }
6011 return c_dark_gray;
6012 }
6013 if( move_mode == CMM_RUN ) {
6014 return c_yellow;
6015 }
6016 if( move_mode == CMM_CROUCH ) {
6017 return c_light_gray;
6018 }
6019 return c_white;
6020}
static const trait_id trait_DEBUG_CLOAK("DEBUG_CLOAK")
static const efftype_id effect_boomered("boomered")
static const bionic_id bio_cloak("bio_cloak")
static const efftype_id effect_stunned("stunned")
@ CMM_RUN
Definition: character.h:110
@ CMM_CROUCH
Definition: character.h:111
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:365
bool is_wearing_active_optcloak() const
Returns true if the player is wearing an active optical cloak.
Definition: character.cpp:3824
virtual bool is_underwater() const
Definition: creature.cpp:171
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_blue
Definition: color.h:23
#define c_magenta
Definition: color.h:25
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_red
Definition: color.h:21
@ AEP_INVISIBLE
Definition: enums.h:110

References AEP_INVISIBLE, bio_cloak, c_blue, c_dark_gray, c_light_blue, c_light_gray, c_magenta, c_pink, c_red, c_white, c_yellow, CMM_CROUCH, CMM_RUN, effect_boomered, effect_onfire, effect_stunned, has_active_bionic(), has_active_mutation(), has_artifact_with(), Creature::has_effect(), has_trait(), Creature::is_underwater(), is_wearing_active_optcloak(), move_mode, trait_DEBUG_CLOAK, and trait_id.

Referenced by symbol_color().

◆ best_nearby_lifting_assist() [1/2]

int Character::best_nearby_lifting_assist ( ) const

Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range.

Definition at line 2532 of file character.cpp.

2533{
2534 return best_nearby_lifting_assist( this->pos() );
2535}
int best_nearby_lifting_assist() const
Checks for items, tools, and vehicles with the Lifting quality near the character returning the highe...
Definition: character.cpp:2532

References best_nearby_lifting_assist(), and pos().

Referenced by best_nearby_lifting_assist(), can_do_activity_there(), and weight_carried_reduced_by().

◆ best_nearby_lifting_assist() [2/2]

int Character::best_nearby_lifting_assist ( const tripoint world_pos) const

Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g.

vehicle installation/uninstallation)

Definition at line 2537 of file character.cpp.

2538{
2539 const quality_id LIFT( "LIFT" );
2540 int mech_lift = 0;
2541 if( is_mounted() ) {
2542 auto mons = mounted_creature.get();
2543 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
2544 mech_lift = mons->mech_str_addition() + 10;
2545 }
2546 }
2547 return std::max( { this->max_quality( LIFT ), mech_lift,
2548 map_selector( this->pos(), PICKUP_RANGE, false ).max_quality( LIFT ),
2549 vehicle_selector( world_pos, PICKUP_RANGE, false ).max_quality( LIFT )
2550 } );
2551}
int PICKUP_RANGE
Items on the map with at most this distance to the player are considered available for crafting,...
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1612
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
@ MF_RIDEABLE_MECH
Definition: mtype.h:115

References is_mounted(), visitable< T >::max_quality(), visitable< Character >::max_quality(), MF_RIDEABLE_MECH, mounted_creature, PICKUP_RANGE, and pos().

◆ best_quality_item()

item * Character::best_quality_item ( const quality_id qual)

get best quality item that this character has

Definition at line 4725 of file character.cpp.

4726{
4727 std::vector<item *> qual_inv = items_with( [qual]( const item & itm ) {
4728 return itm.has_quality( qual );
4729 } );
4730 item *best_qual = random_entry( qual_inv );
4731 for( const auto elem : qual_inv ) {
4732 if( elem->get_quality( qual ) > best_qual->get_quality( qual ) ) {
4733 best_qual = elem;
4734 }
4735 }
4736 return best_qual;
4737}
bool has_quality(const quality_id &qual, int level=1, int qty=1) const
Returns true if instance has amount (or more) items of at least quality level.
Definition: visitable.cpp:169
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88

References visitable< T >::has_quality(), visitable< Character >::items_with(), and random_entry().

Referenced by chop_plank_activity(), chop_tree_activity(), generic_multi_activity_do(), and monexamine::shear_animal().

◆ best_shield()

item & Character::best_shield ( )

Returns the best item for blocking with.

Definition at line 1575 of file melee.cpp.

1576{
1577 // Note: wielded weapon, not one used for attacks
1578 int best_value = blocking_ability( primary_weapon() );
1579 // "BLOCK_WHILE_WORN" without a blocking tech need to be worn for the bonus
1580 best_value = best_value == 2 ? 0 : best_value;
1581 item *best = best_value > 0 ? &primary_weapon() : &null_item_reference();
1582 for( item &shield : worn ) {
1583 if( shield.has_flag( "BLOCK_WHILE_WORN" ) && blocking_ability( shield ) >= best_value ) {
1584 // in case a mod adds a shield that protects only one arm, the corresponding arm needs to be working
1585 if( shield.covers( bp_arm_l ) || shield.covers( bp_arm_r ) ) {
1586 if( shield.covers( bp_arm_l ) && !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1587 best = &shield;
1588 } else if( shield.covers( bp_arm_r ) && !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1589 best = &shield;
1590 }
1591 // leg guards
1592 } else if( ( shield.covers( bp_leg_l ) || shield.covers( bp_leg_r ) ) &&
1593 get_working_leg_count() >= 1 ) {
1594 best = &shield;
1595 // in case a mod adds an unusual worn blocking item, like a magic bracelet/crown, it's handled here
1596 } else {
1597 best = &shield;
1598 }
1599 }
1600 }
1601
1602 return *best;
1603}
int get_working_leg_count() const
Returns the number of functioning legs.
Definition: character.cpp:1231
bool is_limb_disabled(const bodypart_id &limb) const
Returns true if the limb is disabled(12.5% or less hp)
Definition: character.cpp:1243
item & null_item_reference()
Returns a reference to a null item (see item::is_null).
Definition: item.cpp:322
static int blocking_ability(const item &shield)
Definition: melee.cpp:1560

References blocking_ability(), bp_arm_l, bp_arm_r, bp_leg_l, bp_leg_r, get_working_leg_count(), is_limb_disabled(), null_item_reference(), primary_weapon(), and worn.

Referenced by block_hit().

◆ bionic_armor_bonus()

float Character::bionic_armor_bonus ( const bodypart_id bp,
damage_type  dt 
) const

Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit.

Definition at line 8196 of file character.cpp.

8197{
8198 float result = 0.0f;
8199 if( dt == DT_CUT || dt == DT_STAB ) {
8200 for( const bionic_id &bid : get_bionics() ) {
8201 const auto cut_prot = bid->cut_protec.find( bp.id() );
8202 if( cut_prot != bid->cut_protec.end() ) {
8203 result += cut_prot->second;
8204 }
8205 }
8206 } else if( dt == DT_BASH ) {
8207 for( const bionic_id &bid : get_bionics() ) {
8208 const auto bash_prot = bid->bash_protec.find( bp.id() );
8209 if( bash_prot != bid->bash_protec.end() ) {
8210 result += bash_prot->second;
8211 }
8212 }
8213 } else if( dt == DT_BULLET ) {
8214 for( const bionic_id &bid : get_bionics() ) {
8215 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
8216 if( bullet_prot != bid->bullet_protec.end() ) {
8217 result += bullet_prot->second;
8218 }
8219 }
8220 }
8221
8222 return result;
8223}
std::vector< bionic_id > get_bionics() const
Definition: character.cpp:1780
const string_id< T > & id() const
Definition: ammo_effect.cpp:33

References bionic_data::bash_protec, bionic_data::bullet_protec, bionic_data::cut_protec, DT_BASH, DT_BULLET, DT_CUT, DT_STAB, get_bionics(), and int_id< T >::id().

Referenced by passive_absorb_hit().

◆ bionic_installation_issues()

std::map< bodypart_id, int > Character::bionic_installation_issues ( const bionic_id bioid) const

Definition at line 2609 of file bionics.cpp.

2610{
2611 std::map<bodypart_id, int> issues;
2612 if( !get_option < bool >( "CBM_SLOTS_ENABLED" ) ) {
2613 return issues;
2614 }
2615 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2616 const int lacked_slots = elem.second - get_free_bionics_slots( elem.first );
2617 if( lacked_slots > 0 ) {
2618 issues.emplace( elem.first, lacked_slots );
2619 }
2620 }
2621 return issues;
2622}
int get_free_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2629
std::map< bodypart_str_id, int > occupied_bodyparts
Body part slots used to install this bionic, mapped to the amount of space required.
Definition: bionics.h:95

References get_free_bionics_slots(), and bionic_data::occupied_bodyparts.

Referenced by can_install_bionics(), and item::color_in_inventory().

◆ bionics_adjusted_skill()

float Character::bionics_adjusted_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate skill for (un)installing bionics.

Definition at line 1955 of file bionics.cpp.

1959{
1960 int pl_skill = bionics_pl_skill( most_important_skill, important_skill, least_important_skill,
1961 skill_level );
1962
1963 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
1964 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
1965 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>( 10.0 ) );
1966 adjusted_skill *= env_surgery_bonus( 1 ) + get_effect_int( effect_assisted );
1967 return adjusted_skill;
1968}
static const efftype_id effect_assisted("assisted")
float env_surgery_bonus(int radius)
Calculate skill bonus from tiles in radius.
Definition: bionics.cpp:2341
int bionics_pl_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate non adjusted skill for (un)installing bionics.
Definition: bionics.cpp:1970
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1270

References bionics_pl_skill(), effect_assisted, env_surgery_bonus(), and Creature::get_effect_int().

Referenced by best_installer(), can_install_bionics(), can_uninstall_bionic(), bionic_install_preset::get_failure_chance(), bionic_install_surgeon_preset::get_failure_chance(), bionic_uninstall_preset::get_failure_chance(), install_bionics(), game::save_cyborg(), and uninstall_bionic().

◆ bionics_install_failure()

void Character::bionics_install_failure ( const std::string &  installer,
int  difficulty,
int  success,
float  adjusted_skill 
)

Definition at line 2502 of file bionics.cpp.

2504{
2505 // "success" should be passed in as a negative integer representing how far off we
2506 // were for a successful install. We use this to determine consequences for failing.
2507 success = std::abs( success );
2508
2509 // failure level is decided by how far off the character was from a successful install, and
2510 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
2511 // difficulties), only minor consequences occur. At low skill levels, severe consequences
2512 // are more likely.
2513 int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty / adjusted_skill ) );
2514 int fail_type = ( failure_level > 5 ? 5 : failure_level );
2515
2516 if( installer != "NOT_MED" ) {
2517 //~"Complications" is USian medical-speak for "unintended damage from a medical procedure".
2518 add_msg( m_neutral, _( "%s training helps to minimize the complications." ),
2519 installer );
2520 // In addition to the bonus, medical residents know enough OR protocol to avoid botching.
2521 // Take MD and be immune to faulty bionics.
2522 if( fail_type > 3 ) {
2523 fail_type = rng( 1, 3 );
2524 }
2525 }
2526
2527 switch( fail_type ) {
2528 case 0:
2529 case 1:
2531 break;
2532 case 2:
2533 case 3:
2534 do_damage_for_bionic_failure( 5, difficulty * 5 );
2535 break;
2536 case 4:
2537 case 5: {
2538 std::vector<bionic_id> valid;
2539 std::copy_if( begin( faulty_bionics ), end( faulty_bionics ), std::back_inserter( valid ),
2540 [&]( const bionic_id & id ) {
2541 return !has_bionic( id );
2542 } );
2543
2544 // We've got all the bad bionics!
2545 if( valid.empty() ) {
2546 if( has_max_power() ) {
2547 units::energy old_power = get_max_power_level();
2548 add_msg( m_bad, _( "%s lose power capacity!" ), disp_name() );
2553 }
2554 if( is_player() ) {
2555 g->memorial().add(
2556 pgettext( "memorial_male", "Lost %d units of power capacity." ),
2557 pgettext( "memorial_female", "Lost %d units of power capacity." ),
2558 units::to_kilojoule( old_power - get_max_power_level() ) );
2559 }
2560 // If no faults available and no power capacity, downgrade to second-worst complication.
2561 } else {
2562 do_damage_for_bionic_failure( 5, difficulty * 5 );
2563 break;
2564 }
2565 } else {
2566 const bionic_id &id = random_entry( valid );
2567 add_bionic( id );
2568 g->events().send<event_type::installs_faulty_cbm>( getID(), id );
2569 add_msg( m_bad,
2570 _( "Complication in installation caused a malfunction - %s. Uninstall it to clear the malfunction." ),
2571 id.obj().name );
2572 }
2573 }
2574 break;
2575 }
2576
2577}
bool has_max_power() const
Definition: character.cpp:1937
void set_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1905
void do_damage_for_bionic_failure(int min_damage, int max_damage)
Definition: bionics.cpp:2462
@ installs_faulty_cbm
std::vector< bionic_id > faulty_bionics
Definition: bionics.cpp:216
const char * pgettext(const char *context, const char *msgid)

References _, add_bionic(), add_msg(), disp_name(), do_damage_for_bionic_failure(), anonymous_namespace{bionics.cpp}::faulty_bionics, units::from_kilojoule(), g, get_max_power_level(), getID(), has_bionic(), has_max_power(), id, installs_faulty_cbm, Creature::is_player(), m_bad, m_neutral, name, pgettext(), random_entry(), rng(), set_max_power_level(), behavior::success, and units::to_kilojoule().

Referenced by perform_install().

◆ bionics_pl_skill()

int Character::bionics_pl_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate non adjusted skill for (un)installing bionics.

Definition at line 1970 of file bionics.cpp.

1973{
1974 int pl_skill;
1975 if( skill_level == -1 ) {
1976 pl_skill = int_cur * 4 +
1977 get_skill_level( most_important_skill ) * 4 +
1978 get_skill_level( important_skill ) * 3 +
1979 get_skill_level( least_important_skill ) * 1;
1980 } else {
1981 // override chance as though all values were skill_level if it is provided
1982 pl_skill = 12 * skill_level;
1983 }
1984
1985 // Medical residents have some idea what they're doing
1986 if( has_trait( trait_PROF_MED ) ) {
1987 pl_skill += 3;
1988 }
1989
1990 // People trained in bionics gain an additional advantage towards using it
1991 if( has_trait( trait_PROF_AUTODOC ) ) {
1992 pl_skill += 7;
1993 }
1994 return pl_skill;
1995}
static const trait_id trait_PROF_MED("PROF_MED")
static const trait_id trait_PROF_AUTODOC("PROF_AUTODOC")

References get_skill_level(), has_trait(), int_cur, trait_PROF_AUTODOC, and trait_PROF_MED.

Referenced by bionics_adjusted_skill(), install_bionics(), and uninstall_bionic().

◆ bionics_uninstall_failure() [1/2]

void Character::bionics_uninstall_failure ( int  difficulty,
int  success,
float  adjusted_skill 
)

When a player fails the surgery.

Definition at line 1846 of file bionics.cpp.

1847{
1848 // "success" should be passed in as a negative integer representing how far off we
1849 // were for a successful removal. We use this to determine consequences for failing.
1850 success = std::abs( success );
1851
1852 // failure level is decided by how far off the character was from a successful removal, and
1853 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1854 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1855 // are more likely.
1856 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1857 adjusted_skill ) );
1858 const int fail_type = std::min( 5, failure_level );
1859
1860 if( fail_type <= 1 ) {
1861 add_msg( m_neutral, _( "The removal fails without incident." ) );
1862 return;
1863 }
1864
1865 add_msg( m_neutral, _( "The removal is a failure." ) );
1866 std::set<body_part> bp_hurt;
1867 switch( fail_type ) {
1868 case 2:
1869 case 3:
1871 break;
1872
1873 case 4:
1874 case 5:
1875 do_damage_for_bionic_failure( 5, difficulty * 5 );
1876 break;
1877 }
1878
1879}

References _, add_msg(), do_damage_for_bionic_failure(), m_neutral, and behavior::success.

Referenced by perform_uninstall(), and uninstall_bionic().

◆ bionics_uninstall_failure() [2/2]

void Character::bionics_uninstall_failure ( monster installer,
player patient,
int  difficulty,
int  success,
float  adjusted_skill 
)

When a monster fails the surgery.

Definition at line 1881 of file bionics.cpp.

1883{
1884
1885 // "success" should be passed in as a negative integer representing how far off we
1886 // were for a successful removal. We use this to determine consequences for failing.
1887 success = std::abs( success );
1888
1889 // failure level is decided by how far off the monster was from a successful removal, and
1890 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1891 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1892 // are more likely.
1893 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1894 adjusted_skill ) );
1895 const int fail_type = std::min( 5, failure_level );
1896
1897 bool u_see = sees( patient );
1898
1899 if( u_see || patient.is_player() ) {
1900 if( fail_type <= 1 ) {
1901 add_msg( m_neutral, _( "The removal fails without incident." ) );
1902 return;
1903 }
1904 switch( rng( 1, 5 ) ) {
1905 case 1:
1906 add_msg( m_mixed, _( "The %s flub the operation." ), installer.name() );
1907 break;
1908 case 2:
1909 add_msg( m_mixed, _( "The %s messes up the operation." ), installer.name() );
1910 break;
1911 case 3:
1912 add_msg( m_mixed, _( "The operation fails." ) );
1913 break;
1914 case 4:
1915 add_msg( m_mixed, _( "The operation is a failure." ) );
1916 break;
1917 case 5:
1918 add_msg( m_mixed, _( "The %s screws up the operation." ), installer.name() );
1919 break;
1920 }
1921 }
1922 switch( fail_type ) {
1923 case 2:
1924 case 3:
1925 do_damage_for_bionic_failure( failure_level, failure_level * 2 );
1926 break;
1927
1928 case 4:
1929 case 5:
1930 do_damage_for_bionic_failure( 5, difficulty * 5 );
1931 break;
1932 }
1933}
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
bool is_player() const override
Definition: player.h:93

References _, add_msg(), do_damage_for_bionic_failure(), player::is_player(), m_mixed, m_neutral, monster::name(), rng(), sees(), and behavior::success.

◆ bionics_weight()

units::mass Character::bionics_weight ( ) const

Definition at line 6741 of file character.cpp.

6742{
6743 units::mass bio_weight = 0_gram;
6744 for( const bionic_id &bid : get_bionics() ) {
6745 if( !bid->included ) {
6746 bio_weight += bid->itype()->weight;
6747 }
6748 }
6749 return bio_weight;
6750}

References get_bionics().

Referenced by get_weight().

◆ block_hit()

bool Character::block_hit ( Creature source,
bodypart_id bp_hit,
damage_instance dam 
)
overridevirtual

Checks for valid block abilities and reduces damage accordingly.

Returns true if the player blocks

Strength increases attack blocking effectiveness with a limb or worn/wielded item Unarmed increases attack blocking effectiveness with a limb or worn/wielded item

Implements Creature.

Definition at line 1605 of file melee.cpp.

1606{
1607 // Shouldn't block if player is asleep
1609 return false;
1610 }
1611
1612 // fire martial arts on-getting-hit-triggered effects
1613 // these fire even if the attack is blocked (you still got hit)
1614 martial_arts_data->ma_ongethit_effects( *this );
1615
1616 if( blocks_left < 1 ) {
1617 return false;
1618 }
1619
1620 blocks_left--;
1621
1622 // This bonus absorbs damage from incoming attacks before they land,
1623 // but it still counts as a block even if it absorbs all the damage.
1624 float total_phys_block = mabuff_block_bonus();
1625
1626 // Extract this to make it easier to implement shields/multiwield later
1627 item &shield = best_shield();
1628 block_bonus = blocking_ability( shield );
1629 bool conductive_shield = shield.conductive();
1630 bool unarmed = primary_weapon().has_flag( "UNARMED_WEAPON" ) || primary_weapon().is_null();
1631 bool force_unarmed = martial_arts_data->is_force_unarmed();
1632
1633 int melee_skill = get_skill_level( skill_melee );
1634 int unarmed_skill = get_skill_level( skill_unarmed );
1635
1636 // Check if we are going to block with an item. This could
1637 // be worn equipment with the BLOCK_WHILE_WORN flag.
1638 const bool has_shield = !shield.is_null();
1639
1640 // boolean check if blocking is being done with unarmed or not
1641 const bool item_blocking = !force_unarmed && has_shield && !unarmed;
1642
1643 int block_score = 1;
1644
1645 /** @EFFECT_STR increases attack blocking effectiveness with a limb or worn/wielded item */
1646 /** @EFFECT_UNARMED increases attack blocking effectiveness with a limb or worn/wielded item */
1647 if( ( unarmed || force_unarmed ) ) {
1648 if( martial_arts_data->can_limb_block( *this ) ) {
1649 // block_bonus for limb blocks will be added when the limb is decided
1650 block_score = str_cur + melee_skill + unarmed_skill;
1651 } else if( has_shield ) {
1652 // We can still block with a worn item while unarmed. Use higher of melee and unarmed
1653 block_score = str_cur + block_bonus + std::max( melee_skill, unarmed_skill );
1654 }
1655 } else if( has_shield ) {
1656 block_score = str_cur + block_bonus + get_skill_level( skill_melee );
1657 } else {
1658 // Can't block with limbs or items (do not block)
1659 return false;
1660 }
1661
1662 // weapon blocks are preferred to limb blocks
1663 std::string thing_blocked_with;
1664 if( !force_unarmed && has_shield ) {
1665 thing_blocked_with = shield.tname();
1666 // TODO: Change this depending on damage blocked
1667 float wear_modifier = 1.0f;
1668 if( source != nullptr && source->is_hallucination() ) {
1669 wear_modifier = 0.0f;
1670 }
1671
1672 handle_melee_wear( shield, wear_modifier );
1673 } else {
1674 std::vector<bodypart_id> block_parts;
1675 if( martial_arts_data->can_leg_block( *this ) ) {
1676 block_parts.emplace_back( bodypart_id( "leg_l" ) );
1677 block_parts.emplace_back( bodypart_id( "leg_r" ) );
1678 }
1679 // If you have no martial arts you can still try to block with your arms.
1680 // But martial arts with leg blocks only don't magically get arm blocks.
1681 // Edge case: Leg block only martial arts gain arm blocks if both legs broken.
1682 if( martial_arts_data->can_arm_block( *this ) || block_parts.empty() ) {
1683 block_parts.emplace_back( bodypart_id( "arm_l" ) );
1684 block_parts.emplace_back( bodypart_id( "arm_r" ) );
1685 }
1686 block_parts.erase( std::remove_if( block_parts.begin(),
1687 block_parts.end(), [this]( bodypart_id & bpid ) {
1688 return get_part_hp_cur( bpid ) <= 0;
1689 } ), block_parts.end() );
1690
1691 const auto part_hp_cmp = [this]( const bodypart_id & lhs, const bodypart_id & rhs ) {
1692 return get_part_hp_cur( lhs ) < get_part_hp_cur( rhs );
1693 };
1694 auto healthiest = std::max_element( block_parts.begin(), block_parts.end(), part_hp_cmp );
1695 if( healthiest == block_parts.end() ) {
1696 // We have no parts with HP to block with.
1697 blocks_left = 0;
1698 return false;
1699 }
1700 bp_hit = *healthiest;
1701
1702 thing_blocked_with = body_part_name( bp_hit->token );
1703 }
1704
1705 if( has_shield ) {
1706 // Does our shield cover the limb we blocked with? If so, add the block bonus.
1707 block_score += shield.covers( bp_hit->token ) ? block_bonus : 0;
1708 }
1709
1710 // Map block_score to the logistic curve for a number between 1 and 0.
1711 // Basic beginner character (str 8, skill 0, basic weapon)
1712 // Will have a score around 10 and block about %15 of incoming damage.
1713 // More proficient melee character (str 10, skill 4, wbock_2 weapon)
1714 // will have a score of 20 and block about 45% of damage.
1715 // A highly expert character (str 14, skill 8 wblock_2)
1716 // will have a score in the high 20s and will block about 80% of damage.
1717 // As the block score approaches 40, damage making it through will dwindle
1718 // to nothing, at which point we're relying on attackers hitting enough to drain blocks.
1719 const float physical_block_multiplier = logarithmic_range( 0, 40, block_score );
1720
1721 float total_damage = 0.0;
1722 float damage_blocked = 0.0;
1723
1724 for( auto &elem : dam.damage_units ) {
1725 total_damage += elem.amount;
1726
1727 // block physical damage "normally"
1728 if( elem.type == DT_BASH || elem.type == DT_CUT || elem.type == DT_STAB ) {
1729 // use up our flat block bonus first
1730 float block_amount = std::min( total_phys_block, elem.amount );
1731 total_phys_block -= block_amount;
1732 elem.amount -= block_amount;
1733 damage_blocked += block_amount;
1734
1735 if( elem.amount <= std::numeric_limits<float>::epsilon() ) {
1736 continue;
1737 }
1738
1739 float previous_amount = elem.amount;
1740 elem.amount *= physical_block_multiplier;
1741 damage_blocked += previous_amount - elem.amount;
1742 }
1743
1744 // non-electrical "elemental" damage types do their full damage if unarmed,
1745 // but severely mitigated damage if not
1746 else if( elem.type == DT_HEAT || elem.type == DT_ACID || elem.type == DT_COLD ) {
1747 // Unarmed weapons won't block those
1748 if( item_blocking ) {
1749 float previous_amount = elem.amount;
1750 elem.amount /= 5;
1751 damage_blocked += previous_amount - elem.amount;
1752 }
1753 // electrical damage deals full damage if unarmed OR wielding a
1754 // conductive weapon
1755 } else if( elem.type == DT_ELECTRIC ) {
1756 // Unarmed weapons and conductive weapons won't block this
1757 if( item_blocking && !conductive_shield ) {
1758 float previous_amount = elem.amount;
1759 elem.amount /= 5;
1760 damage_blocked += previous_amount - elem.amount;
1761 }
1762 }
1763 }
1764
1765 std::string damage_blocked_description;
1766 // good/bad/ugly add_msg color code?
1767 // none, hardly any, a little, some, most, all
1768 float blocked_ratio = 0.0f;
1769 if( total_damage > std::numeric_limits<float>::epsilon() ) {
1770 blocked_ratio = ( total_damage - damage_blocked ) / total_damage;
1771 }
1772 if( blocked_ratio < std::numeric_limits<float>::epsilon() ) {
1773 //~ Damage amount in "You block <damage amount> with your <weapon>."
1774 damage_blocked_description = pgettext( "block amount", "all of the damage" );
1775 } else if( blocked_ratio < 0.2 ) {
1776 //~ Damage amount in "You block <damage amount> with your <weapon>."
1777 damage_blocked_description = pgettext( "block amount", "nearly all of the damage" );
1778 } else if( blocked_ratio < 0.4 ) {
1779 //~ Damage amount in "You block <damage amount> with your <weapon>."
1780 damage_blocked_description = pgettext( "block amount", "most of the damage" );
1781 } else if( blocked_ratio < 0.6 ) {
1782 //~ Damage amount in "You block <damage amount> with your <weapon>."
1783 damage_blocked_description = pgettext( "block amount", "a lot of the damage" );
1784 } else if( blocked_ratio < 0.8 ) {
1785 //~ Damage amount in "You block <damage amount> with your <weapon>."
1786 damage_blocked_description = pgettext( "block amount", "some of the damage" );
1787 } else if( blocked_ratio > std::numeric_limits<float>::epsilon() ) {
1788 //~ Damage amount in "You block <damage amount> with your <weapon>."
1789 damage_blocked_description = pgettext( "block amount", "a little of the damage" );
1790 } else {
1791 //~ Damage amount in "You block <damage amount> with your <weapon>."
1792 damage_blocked_description = pgettext( "block amount", "none of the damage" );
1793 }
1795 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1796 _( "You block %1$s with your %2$s!" ),
1797 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1798 _( "<npcname> blocks %1$s with their %2$s!" ),
1799 damage_blocked_description, thing_blocked_with );
1800
1801 // fire martial arts block-triggered effects
1802 martial_arts_data->ma_onblock_effects( *this );
1803
1804 // Check if we have any block counters
1805 matec_id tec = pick_technique( *source, shield, false, false, true );
1806
1807 if( tec != tec_none && !is_dead_state() ) {
1808 if( get_stamina() < get_stamina_max() / 3 ) {
1809 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
1810 } else if( primary_weapon().made_of( material_id( "glass" ) ) ) {
1811 add_msg( m_bad, _( "The item you are wielding is too fragile to counterattack with!" ) );
1812 } else {
1813 melee_attack( *source, false, &tec );
1814 }
1815 }
1816
1817 return true;
1818}
std::string body_part_name(body_part bp, int number)
Returns the matching name of the body_part token.
Definition: bodypart.cpp:319
double logarithmic_range(int min, int max, int pos)
Normalized logistic function.
int blocks_left
Definition: character.h:568
matec_id pick_technique(Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
Returns a random valid technique.
Definition: melee.cpp:1146
int mabuff_block_bonus() const
Returns the block bonus from martial arts buffs.
bool in_sleep_state() const override
Definition: character.cpp:9294
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:416
bool handle_melee_wear(item &shield, float wear_multiplier=1.0f)
Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.
Definition: melee.cpp:188
item & best_shield()
Returns the best item for blocking with.
Definition: melee.cpp:1575
bool made_of(const material_id &m) const override
Definition: character.cpp:6226
virtual bool is_hallucination() const =0
virtual void add_msg_player_or_npc(const std::string &, const std::string &) const
Definition: creature.h:685
int block_bonus
Definition: creature.h:836
bool conductive() const
Whether the items is conductive.
Definition: item.cpp:6478
@ DT_COLD
Definition: damage.h:29
@ DT_ELECTRIC
Definition: damage.h:30
@ DT_ACID
Definition: damage.h:26
static const efftype_id effect_narcosis("narcosis")
static const matec_id tec_none("tec_none")
static const skill_id skill_unarmed("unarmed")

References _, add_msg(), Creature::add_msg_player_or_npc(), best_shield(), Creature::block_bonus, blocking_ability(), blocks_left, body_part_name(), item::conductive(), item::covers(), damage_instance::damage_units, DT_ACID, DT_BASH, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_STAB, effect_narcosis, Creature::get_part_hp_cur(), get_skill_level(), get_stamina(), get_stamina_max(), handle_melee_wear(), Creature::has_effect(), item::has_flag(), in_sleep_state(), is_dead_state(), Creature::is_hallucination(), item::is_null(), logarithmic_range(), m_bad, mabuff_block_bonus(), made_of(), martial_arts_data, melee_attack(), pgettext(), pick_technique(), primary_weapon(), skill_melee, skill_unarmed, str_cur, tec_none, and item::tname().

◆ blood_loss()

int Character::blood_loss ( const bodypart_id bp) const

Define blood loss (in percents)

Definition at line 5700 of file character.cpp.

5701{
5702 int hp_cur_sum = get_part_hp_cur( bp );
5703 int hp_max_sum = get_part_hp_max( bp );
5704
5705 if( bp == bodypart_id( "leg_l" ) || bp == bodypart_id( "leg_r" ) ) {
5706 hp_cur_sum = get_part_hp_cur( bodypart_id( "leg_l" ) ) + get_part_hp_cur( bodypart_id( "leg_r" ) );
5707 hp_max_sum = get_part_hp_max( bodypart_id( "leg_l" ) ) + get_part_hp_max( bodypart_id( "leg_r" ) );
5708 } else if( bp == bodypart_id( "arm_l" ) || bp == bodypart_id( "arm_r" ) ) {
5709 hp_cur_sum = get_part_hp_cur( bodypart_id( "arm_l" ) ) + get_part_hp_cur( bodypart_id( "arm_r" ) );
5710 hp_max_sum = get_part_hp_max( bodypart_id( "arm_l" ) ) + get_part_hp_max( bodypart_id( "arm_r" ) );
5711 }
5712
5713 hp_cur_sum = std::min( hp_max_sum, std::max( 0, hp_cur_sum ) );
5714 hp_max_sum = std::max( hp_max_sum, 1 );
5715 return 100 - ( 100 * hp_cur_sum ) / hp_max_sum;
5716}
int get_part_hp_max(const bodypart_id &id) const
Definition: creature.cpp:1586

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

◆ bloodType()

field_type_id Character::bloodType ( ) const
overridevirtual

Implements Creature.

Definition at line 499 of file character.cpp.

500{
501 if( has_trait( trait_ACIDBLOOD ) ) {
502 return fd_acid;
503 }
505 return fd_blood_veggy;
506 }
508 return fd_blood_insect;
509 }
512 }
513 return fd_blood;
514}
static const trait_id trait_THRESH_CEPHALOPOD("THRESH_CEPHALOPOD")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const trait_id trait_THRESH_INSECT("THRESH_INSECT")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const trait_id trait_THRESH_SPIDER("THRESH_SPIDER")
field_type_id fd_blood_insect
Definition: field_type.cpp:363
field_type_id fd_blood_invertebrate
Definition: field_type.cpp:364
field_type_id fd_blood_veggy
Definition: field_type.cpp:362
field_type_id fd_blood
Definition: field_type.cpp:336
field_type_id fd_acid
Definition: field_type.cpp:342

References fd_acid, fd_blood, fd_blood_insect, fd_blood_invertebrate, fd_blood_veggy, has_trait(), trait_ACIDBLOOD, trait_THRESH_CEPHALOPOD, trait_THRESH_INSECT, trait_THRESH_PLANT, and trait_THRESH_SPIDER.

◆ blossoms()

void Character::blossoms ( )

Definition at line 8764 of file character.cpp.

8765{
8766 // Player blossoms are shorter-ranged, but you can fire much more frequently if you like.
8767 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8768 map &here = get_map();
8769 for( const tripoint &tmp : here.points_in_radius( pos(), 2 ) ) {
8770 here.add_field( tmp, fd_fungal_haze, rng( 1, 2 ) );
8771 }
8772}
field_type_id fd_fungal_haze
Definition: field_type.cpp:374

References _, map::add_field(), sounds::combat, fd_fungal_haze, get_map(), map::points_in_radius(), pos(), rng(), and sounds::sound().

Referenced by activate_mutation(), and suffer_while_awake().

◆ bmi()

float Character::bmi ( ) const

Definition at line 6731 of file character.cpp.

6732{
6733 return 25;
6734}

Referenced by bodyweight(), debug_menu::debug(), character_display::disp_info(), and suffer_mutation_power().

◆ bmr()

int Character::bmr ( ) const

Definition at line 6838 of file character.cpp.

6839{
6840 return metabolic_rate_base() * 2500;
6841}
float metabolic_rate_base() const
Stable base metabolic rate due to traits.

References metabolic_rate_base().

Referenced by debug_menu::debug(), fall_asleep(), get_hunger_description(), and update_stomach().

◆ body_window()

hp_part Character::body_window ( const std::string &  menu_header,
bool  show_all,
bool  precise,
int  normal_bonus,
int  head_bonus,
int  torso_bonus,
float  bleed,
float  bite,
float  infect,
float  bandage_power,
float  disinfectant_power 
) const

Displays menu with body part hp, optionally with hp estimation after healing.

Returns selected part. menu_header - name of item that triggers this menu show_all - show and enable choice of all limbs, not only healable precise - show numerical hp normal_bonus - heal normal limb head_bonus - heal head torso_bonus - heal torso bleed - chance to stop bleeding bite - chance to remove bite infect - chance to remove infection bandage_power - quality of bandage disinfectant_power - quality of disinfectant

Definition at line 5730 of file character.cpp.

5734{
5735 /* This struct establishes some kind of connection between the hp_part (which can be healed and
5736 * have HP) and the body_part. Note that there are more body_parts than hp_parts. For example:
5737 * Damage to bp_head, bp_eyes and bp_mouth is all applied on the HP of hp_head. */
5738 struct healable_bp {
5739 mutable bool allowed;
5740 bodypart_id bp;
5741 hp_part hp;
5742 std::string name; // Translated name as it appears in the menu.
5743 int bonus;
5744 };
5745 /* The array of the menu entries show to the player. The entries are displayed in this order,
5746 * it may be changed here. */
5747 std::array<healable_bp, num_hp_parts> parts = { {
5748 { false, bodypart_id( "head" ), hp_head, _( "Head" ), head_bonus },
5749 { false, bodypart_id( "torso" ), hp_torso, _( "Torso" ), torso_bonus },
5750 { false, bodypart_id( "arm_l" ), hp_arm_l, _( "Left Arm" ), normal_bonus },
5751 { false, bodypart_id( "arm_r" ), hp_arm_r, _( "Right Arm" ), normal_bonus },
5752 { false, bodypart_id( "leg_l" ), hp_leg_l, _( "Left Leg" ), normal_bonus },
5753 { false, bodypart_id( "leg_r" ), hp_leg_r, _( "Right Leg" ), normal_bonus },
5754 }
5755 };
5756
5757 int max_bp_name_len = 0;
5758 for( const auto &e : parts ) {
5759 max_bp_name_len = std::max( max_bp_name_len, utf8_width( e.name ) );
5760 }
5761
5762 uilist bmenu;
5763 bmenu.desc_enabled = true;
5764 bmenu.text = menu_header;
5765
5766 bmenu.hilight_disabled = true;
5767 bool is_valid_choice = false;
5768
5769 for( size_t i = 0; i < parts.size(); i++ ) {
5770 const auto &e = parts[i];
5771 const bodypart_id &bp = e.bp;
5772 const body_part bp_token = bp->token;
5773 const int maximal_hp = get_part_hp_max( bp );
5774 const int current_hp = get_part_hp_cur( bp );
5775 // This will c_light_gray if the part does not have any effects cured by the item/effect
5776 // (e.g. it cures only bites, but the part does not have a bite effect)
5777 const nc_color state_col = limb_color( bp, bleed > 0.0f, bite > 0.0f, infect > 0.0f );
5778 const bool has_curable_effect = state_col != c_light_gray;
5779 // The same as in the main UI sidebar. Independent of the capability of the healing item/effect!
5780 const nc_color all_state_col = limb_color( bp, true, true, true );
5781 // Broken means no HP can be restored, it requires surgical attention.
5782 const bool limb_is_broken = is_limb_broken( bp );
5783 const bool limb_is_mending = limb_is_broken &&
5785
5786 if( show_all ) {
5787 e.allowed = true;
5788 } else if( has_curable_effect ) {
5789 e.allowed = true;
5790 } else if( limb_is_broken ) {
5791 e.allowed = false;
5792 } else if( current_hp < maximal_hp && ( e.bonus != 0 || bandage_power > 0.0f ||
5793 disinfectant_power > 0.0f ) ) {
5794 e.allowed = true;
5795 } else {
5796 e.allowed = false;
5797 }
5798
5799 std::string msg;
5800 std::string desc;
5801 bool bleeding = has_effect( effect_bleed, bp_token );
5802 bool bitten = has_effect( effect_bite, bp_token );
5803 bool infected = has_effect( effect_infected, bp_token );
5804 bool bandaged = has_effect( effect_bandaged, bp_token );
5805 bool disinfected = has_effect( effect_disinfected, bp_token );
5806 const int b_power = get_effect_int( effect_bandaged, bp_token );
5807 const int d_power = get_effect_int( effect_disinfected, bp_token );
5808 int new_b_power = static_cast<int>( std::floor( bandage_power ) );
5809 if( bandaged ) {
5810 const effect &eff = get_effect( effect_bandaged, bp_token );
5811 if( new_b_power > eff.get_max_intensity() ) {
5812 new_b_power = eff.get_max_intensity();
5813 }
5814
5815 }
5816 int new_d_power = static_cast<int>( std::floor( disinfectant_power ) );
5817
5818 const auto &aligned_name = std::string( max_bp_name_len - utf8_width( e.name ), ' ' ) + e.name;
5819 std::string hp_str;
5820 if( limb_is_mending ) {
5821 desc += colorize( _( "It is broken but has been set and just needs time to heal." ),
5822 c_blue ) + "\n";
5823 const auto &eff = get_effect( effect_mending, bp_token );
5824 const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration();
5825
5826 if( precise ) {
5827 hp_str = colorize( string_format( "=%2d%%=", mend_perc ), c_blue );
5828 } else {
5829 const int num = mend_perc / 20;
5830 hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), c_blue );
5831 }
5832 } else if( limb_is_broken ) {
5833 desc += colorize( _( "It is broken. It needs a splint or surgical attention." ), c_red ) + "\n";
5834 hp_str = "==%==";
5835 } else if( precise ) {
5836 hp_str = string_format( "%d", current_hp );
5837 } else {
5838 std::pair<std::string, nc_color> h_bar = get_hp_bar( current_hp, maximal_hp, false );
5839 hp_str = colorize( h_bar.first, h_bar.second ) +
5840 colorize( std::string( 5 - utf8_width( h_bar.first ), '.' ), c_white );
5841 }
5842 msg += colorize( aligned_name, all_state_col ) + " " + hp_str;
5843
5844 // BLEEDING block
5845 if( bleeding ) {
5846 desc += colorize( string_format( "%s: %s", get_effect( effect_bleed, bp_token ).get_speed_name(),
5847 get_effect( effect_bleed, bp_token ).disp_short_desc() ), c_red ) + "\n";
5848 if( bleed > 0.0f ) {
5849 desc += colorize( string_format( _( "Chance to stop: %d %%" ),
5850 static_cast<int>( bleed * 100 ) ), c_light_green ) + "\n";
5851 } else {
5852 desc += colorize( _( "This will not stop the bleeding." ),
5853 c_yellow ) + "\n";
5854 }
5855 }
5856 // BANDAGE block
5857 if( bandaged ) {
5858 desc += string_format( _( "Bandaged [%s]" ), texitify_healing_power( b_power ) ) + "\n";
5859 if( new_b_power > b_power ) {
5860 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5861 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5862 } else if( new_b_power > 0 ) {
5863 desc += colorize( _( "You don't expect any improvement from using this." ), c_yellow ) + "\n";
5864 }
5865 } else if( new_b_power > 0 && e.allowed ) {
5866 desc += colorize( string_format( _( "Expected bandage quality: %s" ),
5867 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5868 }
5869 // BITTEN block
5870 if( bitten ) {
5871 desc += colorize( string_format( "%s: ", get_effect( effect_bite,
5872 bp_token ).get_speed_name() ), c_red );
5873 desc += colorize( _( "It has a deep bite wound that needs cleaning." ), c_red ) + "\n";
5874 if( bite > 0 ) {
5875 desc += colorize( string_format( _( "Chance to clean and disinfect: %d %%" ),
5876 static_cast<int>( bite * 100 ) ), c_light_green ) + "\n";
5877 } else {
5878 desc += colorize( _( "This will not help in cleaning this wound." ), c_yellow ) + "\n";
5879 }
5880 }
5881 // INFECTED block
5882 if( infected ) {
5884 bp_token ).get_speed_name() ), c_red );
5885 desc += colorize( _( "It has a deep wound that looks infected. Antibiotics might be required." ),
5886 c_red ) + "\n";
5887 if( infect > 0 ) {
5888 desc += colorize( string_format( _( "Chance to heal infection: %d %%" ),
5889 static_cast<int>( infect * 100 ) ), c_light_green ) + "\n";
5890 } else {
5891 desc += colorize( _( "This will not help in healing infection." ), c_yellow ) + "\n";
5892 }
5893 }
5894 // DISINFECTANT (general) block
5895 if( disinfected ) {
5896 desc += string_format( _( "Disinfected [%s]" ),
5897 texitify_healing_power( d_power ) ) + "\n";
5898 if( new_d_power > d_power ) {
5899 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5900 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
5901 } else if( new_d_power > 0 ) {
5902 desc += colorize( _( "You don't expect any improvement from using this." ),
5903 c_yellow ) + "\n";
5904 }
5905 } else if( new_d_power > 0 && e.allowed ) {
5906 desc += colorize( string_format(
5907 _( "Expected disinfection quality: %s" ),
5908 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
5909 }
5910 // END of blocks
5911
5912 if( ( !e.allowed && !limb_is_broken ) || ( show_all && current_hp == maximal_hp &&
5913 !limb_is_broken && !bitten && !infected && !bleeding ) ) {
5914 desc += colorize( _( "Healthy." ), c_green ) + "\n";
5915 }
5916 if( !e.allowed ) {
5917 desc += colorize( _( "You don't expect any effect from using this." ), c_yellow );
5918 } else {
5919 is_valid_choice = true;
5920 }
5921 bmenu.addentry_desc( i, e.allowed, MENU_AUTOASSIGN, msg, desc );
5922 }
5923
5924 if( !is_valid_choice ) { // no body part can be chosen for this item/effect
5925 bmenu.init();
5926 bmenu.desc_enabled = false;
5927 bmenu.text = _( "No limb would benefit from it." );
5928 bmenu.addentry( parts.size(), true, 'q', "%s", _( "Cancel" ) );
5929 }
5930
5931 bmenu.query();
5932 if( bmenu.ret >= 0 && static_cast<size_t>( bmenu.ret ) < parts.size() &&
5933 parts[bmenu.ret].allowed ) {
5934 return parts[bmenu.ret].hp;
5935 } else {
5936 return num_hp_parts;
5937 }
5938}
int utf8_width(const char *s, const bool ignore_tags)
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_infected("infected")
static const efftype_id effect_bite("bite")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const std::string flag_SPLINT("SPLINT")
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3246
nc_color limb_color(const bodypart_id &bp, bool bleed, bool bite, bool infect) const
Definition: character.cpp:5940
bool is_limb_broken(const bodypart_id &limb) const
Returns true if the limb is broken.
Definition: character.cpp:1250
virtual void bleed() const
Adds an appropriate blood splatter.
Definition: creature.cpp:127
int get_max_intensity() const
Returns the maximum intensity of an effect.
Definition: effect.cpp:853
time_duration get_duration() const
Returns the remaining duration of an effect.
Definition: effect.cpp:797
bool is_null() const
Returns true if the effect is the result of effect(), ie.
Definition: effect.cpp:553
int ret
Definition: ui.h:412
bool desc_enabled
Definition: ui.h:352
void addentry_desc(const std::string &str, const std::string &desc)
Definition: ui.cpp:952
bool hilight_disabled
Definition: ui.h:366
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
#define c_green
Definition: color.h:22
#define c_light_green
Definition: color.h:28
std::string texitify_healing_power(const int power)
Definition: effect.cpp:1478
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
void init()
Sane defaults on initialization.
Definition: ui.cpp:152
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
hp_part
Definition: pldata.h:32
@ hp_torso
Definition: pldata.h:34
@ hp_leg_r
Definition: pldata.h:38
@ hp_arm_r
Definition: pldata.h:36
@ hp_head
Definition: pldata.h:33
@ hp_arm_l
Definition: pldata.h:35
@ num_hp_parts
Definition: pldata.h:39
@ hp_leg_l
Definition: pldata.h:37
@ hp
Drains HP to recharge.
const int MENU_AUTOASSIGN
Definition: ui.h:31

References _, uilist::addentry(), uilist::addentry_desc(), Creature::bleed(), c_blue, c_green, c_light_gray, c_light_green, c_red, c_white, c_yellow, colorize(), uilist::desc_enabled, effect_bandaged, effect_bite, effect_bleed, effect_disinfected, effect_infected, effect_mending, flag_SPLINT(), Creature::get_effect(), Creature::get_effect_int(), get_hp_bar(), effect::get_max_intensity(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), Creature::has_effect(), has_trait(), uilist::hilight_disabled, hp, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, uilist::init(), is_limb_broken(), limb_color(), MENU_AUTOASSIGN, name, num, num_hp_parts, uilist::query(), uilist::ret, string_format(), texitify_healing_power(), uilist::text, trait_REGEN_LIZ, utf8_width(), and worn_with_flag().

Referenced by game::npc_menu(), and pick_part_to_heal().

◆ bodypart_exposure()

std::map< bodypart_id, float > Character::bodypart_exposure ( )

Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).

Clothing layers are multiplied, ex. two layers of 50% coverage will leave only 25% exposed. Used to determine suffering effects of albinism and solar sensitivity.

Definition at line 784 of file suffer.cpp.

785{
786 std::map<bodypart_id, float> bp_exposure;
787 // May need to iterate over all body parts several times, so make a copy
788 const std::vector<bodypart_id> all_body_parts = get_all_body_parts();
789
790 // Initially, all parts are assumed to be fully exposed
791 for( const bodypart_id &bp : all_body_parts ) {
792 bp_exposure[bp] = 1.0;
793 }
794 // For every item worn, for every body part, adjust coverage
795 for( const item &it : worn ) {
796 // What body parts does this item cover?
797 body_part_set covered = it.get_covered_body_parts();
798 for( const bodypart_id &bp : all_body_parts ) {
799 if( bp->token != num_bp && !covered.test( bp->token ) ) {
800 continue;
801 }
802 // How much exposure does this item leave on this part? (1.0 == naked)
803 float part_exposure = 1.0 - it.get_coverage() / 100.0f;
804 // Coverage multiplies, so two layers with 50% coverage will together give 75%
805 bp_exposure[bp] = bp_exposure[bp] * part_exposure;
806 }
807 }
808 return bp_exposure;
809}
@ num_bp
Definition: bodypart.h:52
std::vector< bodypart_id > get_all_body_parts(bool only_main=false) const
Returns body parts this creature have.
Definition: creature.cpp:1648
bool test(const body_part &bp) const
Definition: bodypart.h:239

References all_body_parts, Creature::get_all_body_parts(), num_bp, body_part_set::test(), and worn.

Referenced by suffer_from_sunburn().

◆ bodytemp_color()

nc_color Character::bodytemp_color ( int  bp) const

Define color for displaying the body temperature.

Definition at line 10433 of file character.cpp.

10434{
10435 nc_color color = c_light_gray; // default
10436 if( bp == bp_eyes ) {
10437 color = c_light_gray; // Eyes don't count towards warmth
10438 } else if( temp_conv[bp] > BODYTEMP_SCORCHING ) {
10439 color = c_red;
10440 } else if( temp_conv[bp] > BODYTEMP_VERY_HOT ) {
10442 } else if( temp_conv[bp] > BODYTEMP_HOT ) {
10443 color = c_yellow;
10444 } else if( temp_conv[bp] > BODYTEMP_COLD ) {
10445 color = c_green;
10446 } else if( temp_conv[bp] > BODYTEMP_VERY_COLD ) {
10448 } else if( temp_conv[bp] > BODYTEMP_FREEZING ) {
10449 color = c_cyan;
10450 } else if( temp_conv[bp] <= BODYTEMP_FREEZING ) {
10451 color = c_blue;
10452 }
10453 return color;
10454}
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static nc_color color(const T_t &t)
static constexpr int BODYTEMP_SCORCHING
Definition: weather.h:42
static constexpr int BODYTEMP_VERY_HOT
Level 3 hotness.
Definition: weather.h:40
static constexpr int BODYTEMP_VERY_COLD
Frostbite timer will not improve while below this point.
Definition: weather.h:32
static constexpr int BODYTEMP_FREEZING
This value means frostbite occurs at the warmest temperature of 1C. If changed, the temp_conv calcula...
Definition: weather.h:30

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, c_blue, c_cyan, c_green, c_light_blue, c_light_gray, c_light_red, c_red, c_yellow, color(), and temp_conv.

Referenced by character_display::print_encumbrance().

◆ bodytemp_modifier_traits()

int Character::bodytemp_modifier_traits ( bool  overheated) const

Correction factor of the body temperature due to traits and mutations.

Definition at line 9518 of file character.cpp.

9519{
9520 int mod = 0;
9521 for( const trait_id &iter : get_mutations() ) {
9522 mod += overheated ? iter->bodytemp_min : iter->bodytemp_max;
9523 }
9524 return mod;
9525}
std::vector< trait_id > get_mutations(bool include_hidden=true) const
Get the idents of all traits/mutations.

References get_mutations().

Referenced by update_bodytemp().

◆ bodytemp_modifier_traits_floor()

int Character::bodytemp_modifier_traits_floor ( ) const

Correction factor of the body temperature due to traits and mutations for player lying on the floor.

Definition at line 9527 of file character.cpp.

9528{
9529 int mod = 0;
9530 for( const trait_id &iter : get_mutations() ) {
9531 mod += iter->bodytemp_sleep;
9532 }
9533 return mod;
9534}

References get_mutations().

Referenced by floor_warmth().

◆ bodyweight()

units::mass Character::bodyweight ( ) const

Definition at line 6736 of file character.cpp.

6737{
6738 return units::from_kilogram( bmi() * std::pow( height() / 100.0f, 2 ) );
6739}
int height() const
Definition: character.cpp:6817
float bmi() const
Definition: character.cpp:6731
constexpr quantity< value_type, mass_in_milligram_tag > from_kilogram(const value_type v)
Definition: units_mass.h:48

References bmi(), units::from_kilogram(), and height().

Referenced by get_weight(), and get_weight_string().

◆ bonus_damage()

float Character::bonus_damage ( bool  random) const

Returns the bonus bashing damage the player deals based on their stats.

Strength increases bashing damage

Definition at line 891 of file melee.cpp.

892{
893 /** @EFFECT_STR increases bashing damage */
894 if( random ) {
895 return rng_float( get_str() / 2.0f, get_str() );
896 }
897
898 return get_str() * 0.75f;
899}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4070
type random()
Returns a random direction.
Definition: overmap.cpp:4218
double rng_float(double lo, double hi)
Definition: rng.cpp:28

References get_str(), om_direction::random(), and rng_float().

Referenced by draw_stats_info(), roll_bash_damage(), and set_stats().

◆ bonus_from_enchantments()

double Character::bonus_from_enchantments ( double  base,
enchant_vals::mod  value,
bool  round = false 
) const

Calculate bonus from enchantments for given base value.

Definition at line 7883 of file character.cpp.

7885{
7886 return enchantment_cache->calc_bonus( value, base, round );
7887}
pimpl< enchantment > enchantment_cache
Definition: character.h:2280

References enchantment_cache.

Referenced by armor_enchantment_adjust(), attack_cost(), calc_needs_rates(), get_stamina_max(), known_magic::mana_regen_rate(), known_magic::max_mana(), metabolic_rate_base(), run_cost(), and update_stamina().

◆ bp_to_hp()

hp_part Character::bp_to_hp ( body_part  bp)
static

Converts a body_part to an hp_part.

Definition at line 6435 of file character.cpp.

6436{
6437 switch( bp ) {
6438 case bp_head:
6439 case bp_eyes:
6440 case bp_mouth:
6441 return hp_head;
6442 case bp_torso:
6443 return hp_torso;
6444 case bp_arm_l:
6445 case bp_hand_l:
6446 return hp_arm_l;
6447 case bp_arm_r:
6448 case bp_hand_r:
6449 return hp_arm_r;
6450 case bp_leg_l:
6451 case bp_foot_l:
6452 return hp_leg_l;
6453 case bp_leg_r:
6454 case bp_foot_r:
6455 return hp_leg_r;
6456 default:
6457 return num_hp_parts;
6458 }
6459}

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_hp_parts.

Referenced by iexamine::autodoc(), explosion_handler::legacy_shrapnel(), explosion_handler::ExplosionProcess::project_shrapnel(), and heal_actor::use_healing_item().

◆ build_mut_dependency_map()

void Character::build_mut_dependency_map ( const trait_id mut,
std::unordered_map< trait_id, int > &  dependency_map,
int  distance 
)

Recursively traverses the mutation's prerequisites and replacements, building up a map.

Definition at line 7746 of file character.cpp.

7748{
7749 // Skip base traits and traits we've seen with a lower distance
7750 const auto lowest_distance = dependency_map.find( mut );
7751 if( !has_base_trait( mut ) && ( lowest_distance == dependency_map.end() ||
7752 distance < lowest_distance->second ) ) {
7753 dependency_map[mut] = distance;
7754 // Recurse over all prerequisite and replacement mutations
7755 const mutation_branch &mdata = mut.obj();
7756 for( const trait_id &i : mdata.prereqs ) {
7757 build_mut_dependency_map( i, dependency_map, distance + 1 );
7758 }
7759 for( const trait_id &i : mdata.prereqs2 ) {
7760 build_mut_dependency_map( i, dependency_map, distance + 1 );
7761 }
7762 for( const trait_id &i : mdata.replacements ) {
7763 build_mut_dependency_map( i, dependency_map, distance + 1 );
7764 }
7765 }
7766}
void build_mut_dependency_map(const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
Recursively traverses the mutation's prerequisites and replacements, building up a map.
Definition: character.cpp:7746
bool has_base_trait(const trait_id &b) const
Returns true if the player has the entered starting trait.
Definition: mutation.cpp:119
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:60
std::vector< trait_id > replacements
Definition: mutation.h:263
std::vector< trait_id > prereqs
Definition: mutation.h:258
std::vector< trait_id > prereqs2
Definition: mutation.h:259

References build_mut_dependency_map(), has_base_trait(), string_id< T >::obj(), mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::replacements, and second.

Referenced by build_mut_dependency_map(), and set_highest_cat_level().

◆ burn_fuel()

bool Character::burn_fuel ( bionic bio,
bool  start = false 
)

Convert fuel to bionic power.

Definition at line 1232 of file bionics.cpp.

1233{
1234 if( ( bio.info().fuel_opts.empty() && !bio.info().is_remote_fueled ) ||
1236 return true;
1237 }
1238 const bool is_metabolism_powered = bio.is_this_fuel_powered( fuel_type_metabolism );
1239 const bool is_cable_powered = bio.info().is_remote_fueled;
1240 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1241 float effective_efficiency = get_effective_efficiency( bio, bio.info().fuel_efficiency );
1242
1243 if( is_cable_powered ) {
1244 const itype_id remote_fuel = find_remote_fuel();
1245 if( !remote_fuel.is_empty() ) {
1246 fuel_available.emplace_back( remote_fuel );
1247 if( remote_fuel == fuel_type_sun_light ) {
1248 const item *pack = item_worn_with_flag( "SOLARPACK_ON" );
1249 effective_efficiency = pack != nullptr ? pack->type->solar_efficiency : 0;
1250 }
1251 // TODO: check for available fuel in remote source
1252 } else if( !start ) {
1254 _( "Your %s runs out of fuel and turn off." ),
1255 _( "<npcname>'s %s runs out of fuel and turn off." ),
1256 bio.info().name );
1257 bio.powered = false;
1258 deactivate_bionic( bio, true );
1259 return false;
1260 }
1261 }
1262
1263 if( start && fuel_available.empty() ) {
1264 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to start." ),
1265 _( "<npcname>'s %s does not have enough fuel to start." ),
1266 bio.info().name );
1267 deactivate_bionic( bio );
1268 return false;
1269 }
1270 // don't produce power on start to avoid instant recharge exploit by turning bionic ON/OFF
1271 //in the menu
1272 if( !start ) {
1273 for( const itype_id &fuel : fuel_available ) {
1274 const item &tmp_fuel = item( fuel );
1275 const int fuel_energy = tmp_fuel.fuel_energy();
1276 const bool is_perpetual_fuel = tmp_fuel.has_flag( flag_PERPETUAL );
1277
1278 int current_fuel_stock;
1279 if( is_metabolism_powered ) {
1280 current_fuel_stock = std::max( 0.0f, get_stored_kcal() - 0.8f *
1281 max_stored_kcal() );
1282 } else if( is_perpetual_fuel ) {
1283 current_fuel_stock = 1;
1284 } else if( is_cable_powered ) {
1285 current_fuel_stock = std::stoi( get_value( "rem_" + fuel.str() ) );
1286 } else {
1287 current_fuel_stock = std::stoi( get_value( fuel.str() ) );
1288 }
1289
1290 if( !bio.has_flag( flag_SAFE_FUEL_OFF ) &&
1291 get_power_level() + units::from_kilojoule( fuel_energy ) * effective_efficiency
1292 > get_max_power_level() ) {
1293 if( !bio.is_auto_start_keep_full() ) {
1294 if( is_metabolism_powered ) {
1295 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste calories." ),
1296 _( "<npcname>'s %s turns off to not waste calories." ),
1297 bio.info().name );
1298 } else if( is_perpetual_fuel ) {
1299 add_msg_player_or_npc( m_info, _( "Your %s turns off after filling your power banks." ),
1300 _( "<npcname>'s %s turns off after filling their power banks." ),
1301 bio.info().name );
1302 } else {
1303 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste fuel." ),
1304 _( "<npcname>'s %s turns off to not waste fuel." ),
1305 bio.info().name );
1306 }
1307 }
1308 bio.powered = false;
1309 deactivate_bionic( bio, true );
1310 return false;
1311 } else {
1312 if( current_fuel_stock > 0 ) {
1313 map &here = get_map();
1314 if( is_metabolism_powered ) {
1315 const int kcal_consumed = fuel_energy;
1316 // 1kcal = 4187 J
1317 const units::energy power_gain = kcal_consumed * 4184_J * effective_efficiency;
1318 mod_stored_kcal( -kcal_consumed );
1319 mod_power_level( power_gain );
1320 } else if( is_perpetual_fuel ) {
1321 if( fuel == fuel_type_sun_light && g->is_in_sunlight( pos() ) ) {
1322 const weather_type_id &wtype = current_weather( pos() );
1323 const float tick_sunlight = incident_sunlight( wtype, calendar::turn );
1324 const double intensity = tick_sunlight / default_daylight_level();
1325 mod_power_level( units::from_kilojoule( fuel_energy ) * intensity * effective_efficiency );
1326 } else if( fuel == fuel_type_wind ) {
1327 int vehwindspeed = 0;
1328 const optional_vpart_position vp = here.veh_at( pos() );
1329 if( vp ) {
1330 // vehicle velocity in mph
1331 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1332 }
1333 const weather_manager &wm = get_weather();
1334 const double windpower = get_local_windpower( wm.windspeed + vehwindspeed,
1336 g->is_sheltered( pos() ) );
1337 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_efficiency );
1338 } else {
1339 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1340 }
1341 } else if( is_cable_powered ) {
1342 int to_consume = 1;
1344 to_consume = 0;
1345 }
1346 const int unconsumed = consume_remote_fuel( to_consume );
1347 if( unconsumed == 0 && to_consume == 1 ) {
1348 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1349 current_fuel_stock -= 1;
1350 } else if( to_consume == 1 ) {
1351 current_fuel_stock = 0;
1352 }
1353 set_value( "rem_" + fuel.str(), std::to_string( current_fuel_stock ) );
1354 } else {
1355 current_fuel_stock -= 1;
1356 set_value( fuel.str(), std::to_string( current_fuel_stock ) );
1357 update_fuel_storage( fuel );
1358 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1359 }
1360
1361 heat_emission( bio, fuel_energy );
1362 if( bio.info().power_gen_emission ) {
1363 here.emit_field( pos(), bio.info().power_gen_emission );
1364 }
1365 } else {
1366
1367 if( is_metabolism_powered ) {
1369 _( "Stored calories are below the safe threshold, your %s shuts down to preserve your health." ),
1370 _( "Stored calories are below the safe threshold, <npcname>'s %s shuts down to preserve their health." ),
1371 bio.info().name );
1372 } else {
1373 remove_value( fuel.str() );
1375 _( "Your %s runs out of fuel and turn off." ),
1376 _( "<npcname>'s %s runs out of fuel and turn off." ),
1377 bio.info().name );
1378 }
1379
1380 bio.powered = false;
1381 deactivate_bionic( bio, true );
1382 return false;
1383 }
1384 }
1385 }
1386 }
1387 return true;
1388}
static const std::string flag_SAFE_FUEL_OFF("SAFE_FUEL_OFF")
static const std::string flag_PERPETUAL("PERPETUAL")
static const itype_id fuel_type_wind("wind")
static const itype_id fuel_type_metabolism("metabolism")
static const itype_id fuel_type_muscle("muscle")
static const itype_id fuel_type_sun_light("sunlight")
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
std::vector< itype_id > get_fuel_available(const bionic_id &bio) const
Return list of available fuel for this bionic.
Definition: character.cpp:1999
const item * item_worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns the first worn item with a given flag.
Definition: character.cpp:3254
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4305
void heat_emission(bionic &bio, int fuel_energy)
Handle heat from exothermic power generation.
Definition: bionics.cpp:1531
float get_effective_efficiency(bionic &bio, float fuel_efficiency)
Applies modifier to fuel_efficiency and returns the resulting efficiency.
Definition: bionics.cpp:1551
int get_stored_kcal() const
Getter for need values exclusive to characters.
Definition: character.cpp:4300
int consume_remote_fuel(int amount)
Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally succes...
Definition: bionics.cpp:1488
void update_fuel_storage(const itype_id &fuel)
Updates which bionic contain fuel and which is empty.
Definition: character.cpp:2054
itype_id find_remote_fuel(bool look_only=false)
Find fuel used by remote powered bionic.
Definition: bionics.cpp:1434
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1351
float fuel_energy() const
Returns energy of one charge of this item as fuel for an engine.
Definition: item.cpp:6816
const itype * type
Definition: item.h:2157
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1927
int winddirection
Definition: weather.h:194
const weather_type_id & current_weather(const tripoint &location, const time_point &t)
Definition: weather.cpp:143
int incident_sunlight(const weather_type_id &wtype, const time_point &t)
Amount of sunlight incident at the ground, taking weather and time of day into account.
Definition: weather.cpp:107
emit_id power_gen_emission
Type of field emitted by this bionic when it produces energy.
Definition: bionics.h:81
std::vector< itype_id > fuel_opts
Fuel types that can be used by this bionic.
Definition: bionics.h:67
float fuel_efficiency
Fraction of fuel energy converted to bionic power.
Definition: bionics.h:71
bool has_flag(const std::string &flag) const
Definition: bionics.cpp:2778
bool is_this_fuel_powered(const itype_id &this_fuel) const
Definition: bionics.cpp:2793
float solar_efficiency
Efficiency of solar energy conversion for solarpacks.
Definition: itype.h:1033

References _, Creature::add_msg_player_or_npc(), consume_remote_fuel(), current_weather(), deactivate_bionic(), default_daylight_level(), map::emit_field(), find_remote_fuel(), flag_PERPETUAL(), flag_SAFE_FUEL_OFF(), units::from_kilojoule(), bionic_data::fuel_efficiency, item::fuel_energy(), bionic_data::fuel_opts, fuel_type_metabolism, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_max_power_level(), get_power_level(), get_stored_kcal(), Creature::get_value(), get_weather(), global_omt_location(), bionic::has_flag(), item::has_flag(), heat_emission(), bionic::id, incident_sunlight(), bionic::info(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, bionic::is_this_fuel_powered(), item_worn_with_flag(), m_bad, m_info, max_stored_kcal(), mod_power_level(), mod_stored_kcal(), bionic_data::name, overmap_buffer, pos(), bionic_data::power_gen_emission, bionic::powered, Creature::remove_value(), Creature::set_value(), itype::solar_efficiency, overmapbuffer::ter(), to_string(), calendar::turn, item::type, update_fuel_storage(), map::veh_at(), weather_manager::winddirection, and weather_manager::windspeed.

Referenced by activate_bionic(), and process_bionic().

◆ burn_move_stamina()

void Character::burn_move_stamina ( int  moves)

Definition at line 7097 of file character.cpp.

7098{
7099 int overburden_percentage = 0;
7100 units::mass current_weight = weight_carried();
7101 // Make it at least 1 gram to avoid divide-by-zero warning
7102 units::mass max_weight = std::max( weight_capacity(), 1_gram );
7103 if( current_weight > max_weight ) {
7104 overburden_percentage = ( current_weight - max_weight ) * 100 / max_weight;
7105 }
7106
7107 int burn_ratio = get_option<int>( "PLAYER_BASE_STAMINA_BURN_RATE" );
7108 for( const bionic_id &bid : get_bionic_fueled_with( item( "muscle" ) ) ) {
7109 if( has_active_bionic( bid ) ) {
7110 burn_ratio = burn_ratio * 2 - 3;
7111 }
7112 }
7113 burn_ratio += overburden_percentage;
7114 if( move_mode == CMM_RUN ) {
7115 burn_ratio = burn_ratio * 7;
7116 }
7117 mod_stamina( -( ( moves * burn_ratio ) / 100.0 ) * stamina_move_cost_modifier() );
7118 add_msg( m_debug, "Stamina burn: %d", -( ( moves * burn_ratio ) / 100 ) );
7119 // Chance to suffer pain if overburden and stamina runs out or has trait BADBACK
7120 // Starts at 1 in 25, goes down by 5 for every 50% more carried
7121 if( ( current_weight > max_weight ) && ( has_trait( trait_BADBACK ) || get_stamina() == 0 ) &&
7122 one_in( 35 - 5 * current_weight / ( max_weight / 2 ) ) ) {
7123 add_msg_if_player( m_bad, _( "Your body strains under the weight!" ) );
7124 // 1 more pain for every 800 grams more (5 per extra STR needed)
7125 if( ( ( current_weight - max_weight ) / 800_gram > get_pain() && get_pain() < 100 ) ) {
7126 mod_pain( 1 );
7127 }
7128 }
7129}
static const trait_id trait_BADBACK("BADBACK")
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1851
units::mass weight_carried() const
Definition: character.cpp:2522
void mod_stamina(int mod)
Definition: character.cpp:7087
float stamina_move_cost_modifier() const
Definition: character.cpp:7131
virtual int get_pain() const
Definition: creature.cpp:1386

References _, add_msg(), Creature::add_msg_if_player(), CMM_RUN, get_bionic_fueled_with(), Creature::get_pain(), get_stamina(), has_active_bionic(), has_trait(), m_bad, m_debug, mod_pain(), mod_stamina(), move_mode, Creature::moves, one_in(), stamina_move_cost_modifier(), trait_BADBACK, weight_capacity(), and weight_carried().

Referenced by avatar_action::swim(), and game::walk_move().

◆ calc_all_parts_hp()

void Character::calc_all_parts_hp ( float  hp_mod = 0.0,
float  hp_adjust = 0.0,
int  str_max = 0 
)

Sets hp for all body parts.

Definition at line 1585 of file character.cpp.

1586{
1587 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1588 bodypart &bp = *get_part( part.first );
1589 int new_max = ( part.first->base_hp + str_max * 3 + hp_adjustment ) * hp_mod;
1590
1591 if( has_trait( trait_id( "GLASSJAW" ) ) && part.first == bodypart_str_id( "head" ) ) {
1592 new_max *= 0.8;
1593 }
1594
1595 float max_hp_ratio = static_cast<float>( new_max ) /
1596 static_cast<float>( bp.get_hp_max() );
1597
1598 int new_cur = std::ceil( static_cast<float>( bp.get_hp_cur() ) * max_hp_ratio );
1599
1600 bp.set_hp_max( std::max( new_max, 1 ) );
1601 bp.set_hp_cur( std::max( std::min( new_cur, new_max ), 0 ) );
1602 }
1603}
string_id< body_part_type > bodypart_str_id
Definition: bodypart.h:22
const std::map< bodypart_str_id, bodypart > & get_body() const
Definition: creature.cpp:1548
bodypart * get_part(const bodypart_id &id)
Definition: creature.cpp:1561
int get_hp_max() const
Definition: bodypart.cpp:402
int get_hp_cur() const
Definition: bodypart.cpp:397
void set_hp_max(int set)
Definition: bodypart.cpp:427
void set_hp_cur(int set)
Definition: bodypart.cpp:422

References Creature::get_body(), bodypart::get_hp_cur(), bodypart::get_hp_max(), Creature::get_part(), has_trait(), bodypart::set_hp_cur(), bodypart::set_hp_max(), str_max, and trait_id.

Referenced by recalc_hp().

◆ calc_encumbrance() [1/2]

char_encumbrance_data Character::calc_encumbrance ( ) const
protected

Recalculate encumbrance for all body parts.

Definition at line 3654 of file character.cpp.

3655{
3656 return calc_encumbrance( item() );
3657}
char_encumbrance_data calc_encumbrance() const
Recalculate encumbrance for all body parts.
Definition: character.cpp:3654

References calc_encumbrance().

Referenced by calc_encumbrance(), get_encumbrance(), on_item_takeoff(), on_item_wear(), and reset_encumbrance().

◆ calc_encumbrance() [2/2]

char_encumbrance_data Character::calc_encumbrance ( const item new_item) const
protected

Recalculate encumbrance for all body parts as if new_item was also worn.

Definition at line 3659 of file character.cpp.

3660{
3661
3663
3664 item_encumb( enc, new_item );
3665 mut_cbm_encumb( enc );
3666
3667 return enc;
3668}
void item_encumb(char_encumbrance_data &vals, const item &new_item) const
Applies encumbrance from items only If new_item is not null, then calculate under the asumption that ...
Definition: character.cpp:3964
void mut_cbm_encumb(char_encumbrance_data &vals) const
Applies encumbrance from mutations and bionics only.
Definition: character.cpp:4027

References item_encumb(), and mut_cbm_encumb().

◆ calc_needs_rates()

needs_rates Character::calc_needs_rates ( ) const

Definition at line 4900 of file character.cpp.

4901{
4902 const effect &sleep = get_effect( effect_sleep );
4903 const bool has_recycler = has_bionic( bio_recycler );
4904 const bool asleep = !sleep.is_null();
4905
4906 needs_rates rates;
4907 rates.hunger = metabolic_rate();
4908
4909 add_msg_if_player( m_debug, "Metabolic rate: %.2f", rates.hunger );
4910
4911 static const std::string player_thirst_rate( "PLAYER_THIRST_RATE" );
4912 rates.thirst = get_option< float >( player_thirst_rate );
4913 static const std::string thirst_modifier( "thirst_modifier" );
4914 rates.thirst *= 1.0f + mutation_value( thirst_modifier ) +
4916 static const std::string slows_thirst( "SLOWS_THIRST" );
4917 if( worn_with_flag( slows_thirst ) ) {
4918 rates.thirst *= 0.7f;
4919 }
4920
4921 static const std::string player_fatigue_rate( "PLAYER_FATIGUE_RATE" );
4922 rates.fatigue = get_option< float >( player_fatigue_rate );
4923 static const std::string fatigue_modifier( "fatigue_modifier" );
4924 rates.fatigue *= 1.0f + mutation_value( fatigue_modifier ) +
4926
4927 // Note: intentionally not in metabolic rate
4928 if( has_recycler ) {
4929 // Recycler won't help much with mutant metabolism - it is intended for human one
4930 rates.hunger = std::min( rates.hunger, std::max( 0.5f, rates.hunger - 0.5f ) );
4931 rates.thirst = std::min( rates.thirst, std::max( 0.5f, rates.thirst - 0.5f ) );
4932 }
4933
4934 if( asleep ) {
4935 static const std::string fatigue_regen_modifier( "fatigue_regen_modifier" );
4936 // Multiplied by 2 to account for legacy (bugged to always apply)
4937 // bonus for sleeping over 2 hours
4938 rates.recovery = 2.0f * ( 1.0f + mutation_value( fatigue_regen_modifier ) );
4939 if( is_hibernating() ) {
4940 // Hunger and thirst advance *much* more slowly whilst we hibernate.
4941 rates.hunger *= ( 1.0f / 7.0f );
4942 rates.thirst *= ( 1.0f / 7.0f );
4943 }
4944 rates.recovery -= static_cast<float>( get_perceived_pain() ) / 60;
4945
4946 } else {
4947 rates.recovery = 0;
4948 }
4949
4951 // Much of the body's needs are taken care of by the trees.
4952 // Hair Roots don't provide any bodily needs.
4954 rates.hunger *= 0.5f;
4955 rates.thirst *= 0.5f;
4956 rates.fatigue *= 0.5f;
4957 }
4958 }
4959
4961 // Transpiration, the act of moving nutrients with evaporating water, can take a very heavy toll on your thirst when it's really hot.
4962 rates.thirst *= ( ( get_weather().get_temperature( pos() ) - 32.5f ) / 40.0f );
4963 }
4964
4965 if( is_npc() ) {
4966 rates.hunger *= 0.25f;
4967 rates.thirst *= 0.25f;
4968 }
4969
4970 rates.thirst = std::max( rates.thirst, 0.0f );
4971 rates.hunger = std::max( rates.hunger, 0.0f );
4972 rates.fatigue = std::max( rates.fatigue, 0.0f );
4973 rates.recovery = std::max( rates.recovery, 0.0f );
4974
4975 return rates;
4976}
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_ROOTS2("ROOTS2")
static const bionic_id bio_recycler("bio_recycler")
static const efftype_id effect_sleep("sleep")
static const trait_id trait_TRANSPIRATION("TRANSPIRATION")
static const trait_id trait_ROOTS3("ROOTS3")
float metabolic_rate() const
Current metabolic rate due to traits, hunger, speed, etc.
bool is_hibernating() const
Returns if the player has hibernation mutation and is asleep and well fed.
Definition: character.cpp:5157
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9196
int get_perceived_pain() const override
Returns perceived pain (reduced with painkillers)
Definition: character.cpp:794
int get_temperature(const tripoint &location) const
Definition: weather.cpp:1107
@ sleep
Will recharge only when character is asleep.
float hunger
Definition: character.h:203
float recovery
Definition: character.h:205
float fatigue
Definition: character.h:204
float thirst
Definition: character.h:202

References ACT_TREE_COMMUNION, Creature::add_msg_if_player(), bio_recycler, bonus_from_enchantments(), effect_sleep, needs_rates::fatigue, enchant_vals::FATIGUE, Creature::get_effect(), get_perceived_pain(), weather_manager::get_temperature(), get_weather(), has_activity(), has_bionic(), has_trait(), needs_rates::hunger, is_hibernating(), Creature::is_npc(), m_debug, metabolic_rate(), mutation_value(), pos(), needs_rates::recovery, sleep, needs_rates::thirst, enchant_vals::THIRST, trait_ROOTS2, trait_ROOTS3, trait_TRANSPIRATION, and worn_with_flag().

Referenced by update_needs(), and update_stomach().

◆ can_consume()

bool Character::can_consume ( const item it) const

Check character's capability of consumption overall.

Definition at line 1450 of file consumption.cpp.

1451{
1452 if( can_consume_as_is( it ) ) {
1453 return true;
1454 }
1455 // Checking NO_RELOAD to prevent consumption of `battery` when contained in `battery_car` (#20012)
1456 return !it.is_container_empty() && !it.has_flag( flag_NO_RELOAD ) &&
1458}
bool can_consume_as_is(const item &it) const
Check whether character can consume this very item.
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool is_container_empty() const
Whether this item has no contents at all.
Definition: item.cpp:6837
static const std::string flag_NO_RELOAD("NO_RELOAD")

References can_consume_as_is(), item::contents, flag_NO_RELOAD(), item_contents::front(), item::has_flag(), and item::is_container_empty().

Referenced by find_auto_consume(), and examine_item_menu::rate_action_eat().

◆ can_consume_as_is()

bool Character::can_consume_as_is ( const item it) const

Check whether character can consume this very item.

Definition at line 1440 of file consumption.cpp.

1441{
1442 return it.is_comestible() || can_consume_for_bionic( it );
1443}
bool can_consume_for_bionic(const item &it) const
bool is_comestible() const
Definition: item.cpp:6587

References can_consume_for_bionic(), and item::is_comestible().

Referenced by can_consume(), consume(), avatar_action::eat(), and get_consumable_from().

◆ can_consume_for_bionic()

bool Character::can_consume_for_bionic ( const item it) const

Definition at line 1445 of file consumption.cpp.

1446{
1448}
rechargeable_cbm get_cbm_rechargeable_with(const item &it) const

References get_cbm_rechargeable_with(), and none.

Referenced by can_consume_as_is().

◆ can_eat()

ret_val< edible_rating > Character::can_eat ( const item food) const

Can the food be [theoretically] eaten no matter the consequen ces?

Definition at line 640 of file consumption.cpp.

641{
642
643 const auto &comest = food.get_comestible();
644 if( !comest ) {
645 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible." ) );
646 }
647
648 if( food.has_flag( flag_INEDIBLE ) ) {
649 if( ( food.has_flag( flag_CATTLE ) && !has_trait( trait_THRESH_CATTLE ) ) ||
652 ( food.has_flag( flag_BIRD ) && !has_trait( trait_THRESH_BIRD ) ) ) {
653 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible to you." ) );
654 }
655 }
656
657 if( food.is_craft() ) {
658 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
659 }
660
661 if( food.has_own_flag( "DIRTY" ) ) {
663 _( "This is full of dirt after being on the ground." ) );
664 }
665
666 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
667 const bool edible = eat_verb || comest->comesttype == comesttype_FOOD;
668 const bool drinkable = !eat_verb && comest->comesttype == comesttype_DRINK;
669
670 // TODO: This condition occurs way too often. Unify it.
671 // update Sep. 26 2018: this apparently still occurs way too often. yay!
673 return ret_val<edible_rating>::make_failure( _( "You can't do that while underwater." ) );
674 }
675
676 if( edible || drinkable ) {
677 for( const auto &elem : food.type->materials ) {
678 if( !elem->edible() ) {
679 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
680 }
681 }
682 }
683
684 if( !comest->tool.is_null() ) {
685 const bool has = item::count_by_charges( comest->tool )
686 ? has_charges( comest->tool, 1 )
687 : has_amount( comest->tool, 1 );
688 if( !has ) {
690 string_format( _( "You need a %s to consume that!" ),
691 item::nname( comest->tool ) ) );
692 }
693 }
694
695 // For all those folks who loved eating marloss berries. D:< mwuhahaha
697 !food.has_flag( flag_NO_INGEST ) ) {
699 _( "We can't eat that. It's not right for us." ) );
700 }
701 // Here's why PROBOSCIS is such a negative trait.
702 if( has_trait( trait_PROBOSCIS ) && !( drinkable || food.is_medication() ) ) {
704 _( "Ugh, you can't drink that!" ) );
705 }
706 if( has_trait( trait_CARNIVORE ) && ( compute_effective_nutrients( food ).kcal ) > 0 &&
709 _( "Eww. Inedible plant stuff!" ) );
710 }
711
714 // Like non-cannibal, but more strict!
716 _( "The thought of eating that makes you feel sick." ) );
717 }
718
719 for( const trait_id &mut : get_mutations() ) {
720 if( !food.made_of_any( mut.obj().can_only_eat ) && !mut.obj().can_only_eat.empty() &&
721 !food.has_flag( flag_NO_INGEST ) ) {
723 _( "You can't eat this." ) );
724 }
725 }
726
728}
nutrients compute_effective_nutrients(const item &) const
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9575
bool count_by_charges() const
Definition: item.cpp:6005
const cata::value_ptr< islot_comestible > & get_comestible() const
Definition: item.cpp:10119
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9917
bool is_craft() const
Definition: item.cpp:6918
bool made_of_any(const std::set< material_id > &mat_idents) const
Check we are made of at least one of a set (e.g.
Definition: item.cpp:6435
bool is_medication() const
Definition: item.cpp:6598
bool has_any_flag(const Container &flags) const
Definition: item.h:1401
bool has_own_flag(const std::string &flag) const
Checks whether item itself has given flag (doesn't check item type or gunmods).
Definition: item.cpp:5298
static ret_val make_success(T val=default_success::value)
Definition: ret_val.h:42
static ret_val make_failure(T val=default_failure::value)
Definition: ret_val.h:46
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1109
static const trait_id trait_RUMINANT("RUMINANT")
const std::vector< std::string > carnivore_blacklist
static const std::string flag_INEDIBLE("INEDIBLE")
static const trait_id trait_HERBIVORE("HERBIVORE")
static const trait_id trait_CARNIVORE("CARNIVORE")
static const std::string comesttype_DRINK("DRINK")
static const trait_id trait_THRESH_BIRD("THRESH_BIRD")
const std::vector< std::string > herbivore_blacklist(temparray.begin(), temparray.end())
static const std::string flag_BIRD("BIRD")
static const trait_id trait_PROBOSCIS("PROBOSCIS")
static const std::string flag_USE_EAT_VERB("USE_EAT_VERB")
static const std::string flag_MYCUS_OK("MYCUS_OK")
static const std::string flag_CATTLE("CATTLE")
static const trait_id trait_THRESH_LUPINE("THRESH_LUPINE")
static const trait_id trait_THRESH_CATTLE("THRESH_CATTLE")
static const trait_id trait_THRESH_FELINE("THRESH_FELINE")
static const std::string comesttype_FOOD("FOOD")
static const std::string flag_CARNIVORE_OK("CARNIVORE_OK")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FELINE("FELINE")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
static const std::string flag_NO_INGEST("NO_INGEST")
static const std::string flag_LUPINE("LUPINE")
std::vector< material_id > materials
Definition: itype.h:922

References _, carnivore_blacklist, comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), item::count_by_charges(), edible, flag_BIRD(), flag_CARNIVORE_OK(), flag_CATTLE(), flag_FELINE(), flag_INEDIBLE(), flag_LUPINE(), flag_MYCUS_OK(), flag_NO_INGEST(), flag_USE_EAT_VERB(), item::get_comestible(), get_mutations(), visitable< Character >::has_amount(), item::has_any_flag(), has_charges(), item::has_flag(), item::has_own_flag(), has_trait(), herbivore_blacklist(), inedible_mutation, item::is_craft(), item::is_medication(), item::is_null(), Creature::is_underwater(), item::made_of_any(), ret_val< T >::make_failure(), ret_val< T >::make_success(), itype::materials, item::nname(), no_tool, string_format(), trait_CARNIVORE, trait_HERBIVORE, trait_M_DEPENDENT, trait_PROBOSCIS, trait_RUMINANT, trait_THRESH_BIRD, trait_THRESH_CATTLE, trait_THRESH_FELINE, trait_THRESH_LUPINE, trait_WATERSLEEP, and item::type.

Referenced by can_feed_furnace_with(), eat(), and will_eat().

◆ can_estimate_rot()

bool Character::can_estimate_rot ( ) const

True if the character has enough skill (in cooking or survival) to estimate time to rot.

Definition at line 1435 of file consumption.cpp.

1436{
1438}
static const skill_id skill_survival("survival")
static const skill_id skill_cooking("cooking")

References get_skill_level(), skill_cooking, and skill_survival.

Referenced by get_freshness_description().

◆ can_feed_furnace_with()

bool Character::can_feed_furnace_with ( const item it) const

Determine character's capability of recharging their CBMs.

Definition at line 1259 of file consumption.cpp.

1260{
1261 if( !it.flammable() || it.has_flag( flag_RADIOACTIVE ) || can_eat( it ).success() ) {
1262 return false;
1263 }
1264
1265 if( !has_active_bionic( bio_furnace ) ) {
1266 return false;
1267 }
1268
1269 // Not even one charge fits
1270 if( it.charges_per_volume( furnace_max_volume ) < 1 ) {
1271 return false;
1272 }
1273
1274 return !it.has_flag( flag_CORPSE );
1275}
ret_val< edible_rating > can_eat(const item &food) const
Can the food be [theoretically] eaten no matter the consequen ces?
bool flammable(int threshold=0) const
Whether the items is flammable.
Definition: item.cpp:8316
int charges_per_volume(const units::volume &vol) const
Number of (charges of) this item that fit into the given volume.
Definition: item.cpp:864
const units::volume furnace_max_volume(3_liter)
static const bionic_id bio_furnace("bio_furnace")
static const std::string flag_CORPSE("CORPSE")
static const std::string flag_RADIOACTIVE("RADIOACTIVE")

References bio_furnace, can_eat(), item::charges_per_volume(), flag_CORPSE(), flag_RADIOACTIVE(), item::flammable(), furnace_max_volume, has_active_bionic(), item::has_flag(), and behavior::success.

Referenced by feed_furnace_with(), and get_cbm_rechargeable_with().

◆ can_fuel_bionic_with()

bool Character::can_fuel_bionic_with ( const item it) const

Returns true if the character can fuel a bionic with the item.

Definition at line 1835 of file character.cpp.

1836{
1837 if( !it.is_fuel() ) {
1838 return false;
1839 }
1840
1841 for( const bionic_id &bid : get_bionics() ) {
1842 for( const itype_id &fuel : bid->fuel_opts ) {
1843 if( fuel == it.typeId() ) {
1844 return true;
1845 }
1846 }
1847 }
1848 return false;
1849}
const itype_id & typeId() const
return the unique identifier of the items underlying type
Definition: item.cpp:8353
bool is_fuel() const
Definition: item.cpp:6760

References get_bionics(), item::is_fuel(), and item::typeId().

Referenced by fuel_bionic_with(), and get_cbm_rechargeable_with().

◆ can_hear()

bool Character::can_hear ( const tripoint source,
int  volume 
) const

Definition at line 10252 of file character.cpp.

10253{
10254 if( is_deaf() ) {
10255 return false;
10256 }
10257
10258 // source is in-ear and at our square, we can hear it
10259 if( source == pos() && volume == 0 ) {
10260 return true;
10261 }
10262 const int dist = rl_dist( source, pos() );
10263 const float volume_multiplier = hearing_ability();
10264 return ( volume - get_weather().weather_id->sound_attn ) * volume_multiplier >= dist;
10265}
float hearing_ability() const
bool is_deaf() const
Definition: character.cpp:4492
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16

References get_weather(), hearing_ability(), is_deaf(), pos(), and rl_dist().

Referenced by game::chat(), iuse::geiger(), iuse::play_music(), iuse::talking_doll(), and musical_instrument_actor::use().

◆ can_install_bionics()

bool Character::can_install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is the installation possible.

Definition at line 2260 of file bionics.cpp.

2262{
2263 if( !type.bionic ) {
2264 debugmsg( "Tried to install NULL bionic" );
2265 return false;
2266 }
2267 if( is_mounted() ) {
2268 return false;
2269 }
2270
2271 const bionic_id &bioid = type.bionic->id;
2272 const int difficult = type.bionic->difficulty;
2273 float adjusted_skill;
2274
2275 if( autodoc ) {
2276 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2279 skill_level );
2280 } else {
2281 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2284 skill_level );
2285 }
2286 int chance_of_success = bionic_manip_cos( adjusted_skill, difficult );
2287
2288 std::vector<std::string> conflicting_muts;
2289 for( const trait_id &mid : bioid->canceled_mutations ) {
2290 if( has_trait( mid ) ) {
2291 conflicting_muts.push_back( mid->name() );
2292 }
2293 }
2294
2295 if( !conflicting_muts.empty() &&
2296 !query_yn(
2297 _( "Installing this bionic will remove the conflicting traits: %s. Continue anyway?" ),
2298 enumerate_as_string( conflicting_muts ) ) ) {
2299 return false;
2300 }
2301
2302 const std::map<bodypart_id, int> &issues = bionic_installation_issues( bioid );
2303 // show all requirements which are not satisfied
2304 if( !issues.empty() ) {
2305 std::string detailed_info;
2306 for( auto &elem : issues ) {
2307 //~ <Body part name>: <number of slots> more slot(s) needed.
2308 detailed_info += string_format( _( "\n%s: %i more slot(s) needed." ),
2309 body_part_name_as_heading( elem.first->token, 1 ),
2310 elem.second );
2311 }
2312 popup( _( "Not enough space for bionic installation!%s" ), detailed_info );
2313 return false;
2314 }
2315
2316 if( chance_of_success >= 100 ) {
2317 if( !g->u.query_yn(
2318 _( "Are you sure you wish to install the selected bionic?" ),
2319 100 - chance_of_success ) ) {
2320 return false;
2321 }
2322 } else {
2323 if( autodoc ) {
2324 if( !g->u.query_yn(
2325 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! Continue anyway?" ),
2326 ( 100 - chance_of_success ) ) ) {
2327 return false;
2328 }
2329 } else {
2330 if( !g->u.query_yn(
2331 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! The following skills affect self-installation: First Aid, Electronics, and Mechanics.\n\nContinue anyway?" ),
2332 ( 100 - chance_of_success ) ) ) {
2333 return false;
2334 }
2335 }
2336 }
2337
2338 return true;
2339}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1998
static const skill_id skill_mechanics("mechanics")
static const skill_id skill_computer("computer")
static const skill_id skill_firstaid("firstaid")
static const skill_id skill_electronics("electronics")
std::string body_part_name_as_heading(body_part bp, int number)
Returns the name of the body parts in a context where the name is used as a heading or title e....
Definition: bodypart.cpp:343
std::map< bodypart_id, int > bionic_installation_issues(const bionic_id &bioid) const
Definition: bionics.cpp:2609
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1955
void autodoc(player &p, const tripoint &examp)
Definition: iexamine.cpp:4870
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:637
std::vector< trait_id > canceled_mutations
Mutations/trait that are removed upon installing this CBM.
Definition: bionics.h:110
std::string name() const

References _, iexamine::autodoc(), bionic_installation_issues(), bionic_manip_cos(), bionics_adjusted_skill(), body_part_name_as_heading(), bionic_data::canceled_mutations, debugmsg, enumerate_as_string(), g, has_trait(), is_mounted(), mutation_branch::name(), popup(), query_yn(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_format(), and type.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ can_install_cbm_on_bp()

bool Character::can_install_cbm_on_bp ( const std::vector< bodypart_id > &  bps) const

Definition at line 454 of file mutation.cpp.

455{
456 bool can_install = true;
457 for( const trait_id &mut : get_mutations() ) {
458 for( const bodypart_id &bp : bps ) {
459 if( mut.obj().no_cbm_on_bp.count( bp.id() ) ) {
460 can_install = false;
461 break;
462 }
463 }
464 }
465 return can_install;
466}

References get_mutations().

Referenced by bionic_install_preset::get_denial().

◆ can_learn_by_disassembly()

bool Character::can_learn_by_disassembly ( const recipe rec) const

Definition at line 10580 of file character.cpp.

10581{
10582 return !rec.learn_by_disassembly.empty() &&
10584}
bool meets_skill_requirements(const std::map< skill_id, int > &req, const item &context=item()) const
Checks whether the character's skills meet the required.
Definition: character.cpp:3503
std::map< skill_id, int > learn_by_disassembly
Definition: recipe.h:113

References recipe::learn_by_disassembly, and meets_skill_requirements().

Referenced by crafting::complete_disassemble().

◆ can_miss_recovery()

bool Character::can_miss_recovery ( const item weap) const

Returns true if the player is able to use a miss recovery technique.

Definition at line 988 of file martialarts.cpp.

989{
990 if( !martial_arts_data->has_miss_recovery_tec( weap ) ) {
991 return false;
992 }
993
994 ma_technique tec = martial_arts_data->get_miss_recovery_tec( weap );
995
996 return tec.is_valid_character( *this );
997}
bool is_valid_character(const Character &u) const

References ma_technique::is_valid_character(), and martial_arts_data.

Referenced by melee_attack().

◆ can_mount()

bool Character::can_mount ( const monster critter) const

Definition at line 565 of file monexamine.cpp.

566{
567 const auto &avoid = get_path_avoid();
568 auto route = get_map().route( pos(), critter.pos(), get_pathfinding_settings(), avoid );
569
570 if( route.empty() ) {
571 return false;
572 }
573 return ( critter.has_flag( MF_PET_MOUNTABLE ) && critter.friendly == -1 &&
574 !critter.has_effect( effect_ai_waiting ) && !critter.has_effect( effect_ridden ) ) &&
575 ( ( critter.has_effect( effect_saddled ) && get_skill_level( skill_survival ) >= 1 ) ||
576 get_skill_level( skill_survival ) >= 4 ) && ( critter.get_size() >= ( get_size() + 1 ) &&
577 get_weight() <= critter.get_weight() * critter.get_mountable_weight_ratio() );
578}
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3670
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9928
m_size get_size() const override
Get size class of character.
Definition: character.cpp:566
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9942
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
bool has_flag(m_flag f) const override
Definition: monster.cpp:898
m_size get_size() const override
Definition: monster.cpp:2695
const tripoint & pos() const override
Definition: monster.cpp:256
units::mass get_weight() const override
Definition: monster.cpp:2700
float get_mountable_weight_ratio() const
Definition: monster.cpp:2925
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_ridden("ridden")
static const efftype_id effect_saddled("monster_saddled")
static const skill_id skill_survival("survival")
@ MF_PET_MOUNTABLE
Definition: mtype.h:164

References effect_ai_waiting, effect_ridden, effect_saddled, monster::friendly, get_map(), monster::get_mountable_weight_ratio(), get_path_avoid(), get_pathfinding_settings(), get_size(), monster::get_size(), get_skill_level(), get_weight(), monster::get_weight(), Creature::has_effect(), monster::has_flag(), MF_PET_MOUNTABLE, pos(), monster::pos(), map::route(), and skill_survival.

Referenced by talk_function::find_mount(), activity_handlers::find_mount_do_turn(), and monexamine::pet_menu().

◆ can_pick_volume() [1/2]

bool Character::can_pick_volume ( const item it) const

Definition at line 2690 of file character.cpp.

2691{
2692 inventory projected = inv;
2693 projected.add_item( it, true );
2694 return projected.volume() <= volume_capacity();
2695}
item & add_item(item newit, bool keep_invlet=false, bool assign_invlet=true, bool should_stack=true)
Definition: inventory.cpp:286
units::volume volume() const
Definition: inventory.cpp:1060

References inventory::add_item(), inv, inventory::volume(), and volume_capacity().

Referenced by avatar_funcs::add_or_drop_with_msg(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), handle_problematic_pickup(), i_add_or_drop(), npc::mug_player(), pick_one_up(), conditional_t< T >::set_can_stow_weapon(), set_item_inventory(), and starting_inv().

◆ can_pick_volume() [2/2]

bool Character::can_pick_volume ( units::volume  volume) const

Definition at line 2697 of file character.cpp.

2698{
2699 // Might not be 100% true because some items restack to a very tiny bit less
2700 // but close enough not to matter
2701 return inv.volume() + volume <= volume_capacity();
2702}

References inv, inventory::volume(), and volume_capacity().

◆ can_pick_weight() [1/2]

bool Character::can_pick_weight ( const item it,
bool  safe = true 
) const

Definition at line 2704 of file character.cpp.

2705{
2706 return can_pick_weight( it.weight(), safe );
2707}
bool can_pick_weight(const item &it, bool safe=true) const
Definition: character.cpp:2704
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4958
void safe(player &p, const tripoint &examp)
Attempt to crack safe through audio-feedback manual lock manipulation.
Definition: iexamine.cpp:1417

References can_pick_weight(), iexamine::safe(), and item::weight().

Referenced by avatar_funcs::add_or_drop_with_msg(), can_pick_weight(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), i_add_or_drop(), npc::mug_player(), pick_one_up(), and set_item_inventory().

◆ can_pick_weight() [2/2]

bool Character::can_pick_weight ( units::mass  weight,
bool  safe = true 
) const

Definition at line 2709 of file character.cpp.

2710{
2711 if( !safe ) {
2712 // Character can carry up to four times their maximum weight
2713 return ( weight_carried() + weight <= ( has_trait( trait_DEBUG_STORAGE ) ?
2714 units::mass_max : weight_capacity() * 4 ) );
2715 } else {
2716 return ( weight_carried() + weight <= weight_capacity() );
2717 }
2718}
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
constexpr mass mass_max
Definition: units_mass.h:28

References has_trait(), units::mass_max, iexamine::safe(), trait_DEBUG_STORAGE, weight_capacity(), and weight_carried().

◆ can_reload()

bool Character::can_reload ( const item it,
const itype_id ammo = itype_id() 
) const

Whether a tool or gun is potentially reloadable (optionally considering a specific ammo)

Parameters
itThing to be reloaded
ammoif set also check item currently compatible with this specific ammo or magazine
Note
items currently loaded with a detachable magazine are considered reloadable
items with integral magazines are reloadable if free capacity permits (+/- ammo matches)

Definition at line 10895 of file character.cpp.

10896{
10897 if( !it.is_reloadable_with( ammo ) ) {
10898 return false;
10899 }
10900
10901 if( it.is_ammo_belt() ) {
10902 const auto &linkage = it.type->magazine->linkage;
10903 if( linkage && !has_charges( *linkage, 1 ) ) {
10904 return false;
10905 }
10906 }
10907
10908 return true;
10909}
bool is_reloadable_with(const itype_id &ammo) const
Returns true if this item can be reloaded with specified ammo type at this moment.
Definition: item.cpp:6866
bool is_ammo_belt() const
Definition: item.cpp:6567
cata::value_ptr< islot_magazine > magazine
Definition: itype.h:861

References has_charges(), item::is_ammo_belt(), item::is_reloadable_with(), itype::magazine, and item::type.

Referenced by can_reload_item_or_mods(), npc::find_usable_ammo(), character_funcs::list_ammo(), examine_item_menu::rate_action_reload(), ammobelt_actor::use(), and wants_to_reload().

◆ can_run()

bool Character::can_run ( )

source of truth of whether a Character can run

Definition at line 1255 of file character.cpp.

1256{
1257 return ( get_stamina() > get_stamina_max() * 0.1f ) && get_working_leg_count() >= 2;
1258}

References get_stamina(), get_stamina_max(), and get_working_leg_count().

Referenced by game::on_move_effects(), and avatar::set_movement_mode().

◆ can_swap()

ret_val< bool > Character::can_swap ( const item it) const

Check player capable of swapping the side of a worn item.

Parameters
itThing to be swapped

Definition at line 3140 of file character.cpp.

3141{
3142 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3143 int max_layer = 2;
3144 std::vector< std::pair< body_part, int > > mod_parts;
3145 body_part bp = num_bp;
3146 bodypart_str_id bpid;
3147 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3148 bp = static_cast< body_part >( i );
3149 bpid = convert_bp( bp );
3150 if( it.get_covered_body_parts().test( bp ) && bpid->part_side != side::BOTH ) {
3151 mod_parts.emplace_back( bp, 0 );
3152 }
3153 }
3154 for( auto &elem : worn ) {
3155 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3156 bpid = convert_bp( mod_part.first );
3157 if( elem.get_covered_body_parts().test( bpid->opposite_part->token ) &&
3158 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3159 mod_part.second++;
3160 }
3161 }
3162 }
3163 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3164 bpid = convert_bp( mod_part.first );
3165 if( mod_part.second >= max_layer ) {
3166 return ret_val<bool>::make_failure( _( "There is no space on the opposite side!" ) );
3167 }
3168 }
3169 }
3170
3172}
const bodypart_str_id & convert_bp(body_part bp)
Returns the new id for old token.
Definition: bodypart.cpp:185
static const std::string flag_POWERARMOR_MOD("POWERARMOR_MOD")
side part_side
Definition: bodypart.h:126
body_part token
Definition: bodypart.h:106
bodypart_str_id opposite_part
Definition: bodypart.h:124

References _, BOTH, convert_bp(), flag_POWERARMOR_MOD(), item::get_covered_body_parts(), item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), num_bp, body_part_type::opposite_part, body_part_type::part_side, body_part_set::test(), body_part_type::token, and worn.

Referenced by change_side().

◆ can_takeoff()

ret_val< bool > Character::can_takeoff ( const item it,
const std::list< item > *  res = nullptr 
) const

Check if character is capable of taking off given item.

Parameters
itItem to be taken off
resIf set, will expect to move item into the list.

Definition at line 3003 of file character.cpp.

3004{
3005 auto iter = std::find_if( worn.begin(), worn.end(), [ &it ]( const item & wit ) {
3006 return &it == &wit;
3007 } );
3008
3009 if( iter == worn.end() ) {
3010 return ret_val<bool>::make_failure( !is_npc() ? _( "You are not wearing that item." ) :
3011 _( "<npcname> is not wearing that item." ) );
3012 }
3013
3014 if( res == nullptr && !get_dependent_worn_items( it ).empty() ) {
3016 _( "You can't take off power armor while wearing other power armor components." ) :
3017 _( "<npcname> can't take off power armor while wearing other power armor components." ) );
3018 }
3019 if( it.has_flag( "NO_TAKEOFF" ) ) {
3021 _( "You can't take that item off." ) :
3022 _( "<npcname> can't take that item off." ) );
3023 }
3025}
std::list< item * > get_dependent_worn_items(const item &it) const
Returns all items that must be taken off before taking off this item.
Definition: character.cpp:2410

References _, get_dependent_worn_items(), item::has_flag(), Creature::is_npc(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and worn.

Referenced by drop(), take_off_inventory_preset::get_denial(), avatar_action::plthrow(), examine_item_menu::rate_action_takeoff(), examine_item_menu::run(), takeoff(), and avatar_action::wield().

◆ can_uninstall_bionic()

bool Character::can_uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is The uninstallation possible.

Definition at line 2019 of file bionics.cpp.

2021{
2022 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
2023 int difficulty = BIONIC_NOITEM_DIFFICULTY;
2024 if( b_id->itype().is_valid() ) {
2025 const itype *type = &*b_id->itype();
2026 if( type->bionic ) {
2027 difficulty = type->bionic->difficulty;
2028 }
2029 }
2030
2031 if( !has_bionic( b_id ) ) {
2032 popup( _( "%s don't have this bionic installed." ), disp_name() );
2033 return false;
2034 }
2035
2036 if( ( b_id == bio_reactor ) || ( b_id == bio_advreactor ) ) {
2037 if( !g->u.query_yn(
2038 _( "WARNING: Removing a reactor may leave radioactive material! Remove anyway?" ) ) ) {
2039 return false;
2040 }
2041 }
2042
2043 for( const bionic_id &bid : get_bionics() ) {
2044 if( bid->is_included( b_id ) ) {
2045 popup( _( "%s must remove the %s bionic to remove the %s." ), installer.disp_name(),
2046 bid->name, b_id->name );
2047 return false;
2048 }
2049 }
2050
2051 if( b_id == bio_eye_optic ) {
2052 popup( _( "The Telescopic Lenses are part of %s eyes now. Removing them would leave %s blind." ),
2053 disp_name( true ), disp_name() );
2054 return false;
2055 }
2056
2057 // removal of bionics adds +2 difficulty over installation
2058 float adjusted_skill;
2059 if( autodoc ) {
2060 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2063 skill_level );
2064 } else {
2065 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2068 skill_level );
2069 }
2070 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2071
2072 if( chance_of_success >= 100 ) {
2073 if( !g->u.query_yn(
2074 _( "Are you sure you wish to uninstall the selected bionic?" ),
2075 100 - chance_of_success ) ) {
2076 return false;
2077 }
2078 } else {
2079 if( !g->u.query_yn(
2080 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
2081 ( 100 - static_cast<int>( chance_of_success ) ) ) ) {
2082 return false;
2083 }
2084 }
2085
2086 return true;
2087}
static const bionic_id bio_reactor("bio_reactor")
constexpr int BIONIC_NOITEM_DIFFICULTY
Definition: bionics.cpp:211
static const bionic_id bio_eye_optic("bio_eye_optic")
static const bionic_id bio_advreactor("bio_advreactor")
bool is_valid() const
Returns whether this id is valid, that means whether it refers to an existing object.
Definition: achievement.cpp:67
itype_id itype() const
Definition: bionics.cpp:249
Definition: itype.h:836

References _, iexamine::autodoc(), bio_advreactor, bio_eye_optic, bio_reactor, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), disp_name(), g, get_bionics(), has_bionic(), string_id< T >::is_valid(), bionic_data::itype(), bionic_data::name, popup(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, and type.

Referenced by iexamine::autodoc().

◆ can_unwield()

ret_val< bool > Character::can_unwield ( const item it) const

Check whether character is capable of unwielding given item.

Definition at line 3110 of file character.cpp.

3111{
3112 if( it.has_flag( "NO_UNWIELD" ) ) {
3113 return ret_val<bool>::make_failure( _( "You cannot unwield your %s." ), it.tname() );
3114 }
3115
3117}

References _, item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and item::tname().

Referenced by apply_damage(), drop(), inv_dump(), examine_item_menu::run(), unwield(), and avatar_action::wield().

◆ can_use()

bool Character::can_use ( const item it,
const item context = item() 
) const

Checks if character stats and skills meet minimum requirements for the item.

Prints an appropriate message if requirements not met.

Parameters
itItem we are checking
contextoptionally override effective item when checking contextual skills

Definition at line 2720 of file character.cpp.

2721{
2722 const auto &ctx = !context.is_null() ? context : it;
2723
2724 if( !meets_requirements( it, ctx ) ) {
2725 const std::string unmet( enumerate_unmet_requirements( it, ctx ) );
2726
2727 if( &it == &ctx ) {
2728 //~ %1$s - list of unmet requirements, %2$s - item name.
2729 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s." ),
2730 _( "<npcname> needs at least %1$s to use this %2$s." ),
2731 unmet, it.tname() );
2732 } else {
2733 //~ %1$s - list of unmet requirements, %2$s - item name, %3$s - indirect item name.
2734 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s with your %3$s." ),
2735 _( "<npcname> needs at least %1$s to use this %2$s with their %3$s." ),
2736 unmet, it.tname(), ctx.tname() );
2737 }
2738
2739 return false;
2740 }
2741
2742 return true;
2743}
std::string enumerate_unmet_requirements(const item &it, const item &context=item()) const
Returns a string of missed requirements (both stats and skills)
Definition: character.cpp:3352
bool meets_requirements(const item &it, const item &context=item()) const
Checks whether the character meets overall requirements to be able to use the item.
Definition: character.cpp:3525

References _, Creature::add_msg_player_or_npc(), enumerate_unmet_requirements(), item::is_null(), m_bad, meets_requirements(), and item::tname().

Referenced by can_use_heal_item(), avatar_funcs::gunmod_add(), ranged::gunmode_checks_common(), and avatar_funcs::toolmod_add().

◆ can_use_floor_warmth()

bool Character::can_use_floor_warmth ( ) const

Can the player lie down and cover self with blankets etc.

Definition at line 9414 of file character.cpp.

9415{
9416 static const auto allowed_activities = std::vector<activity_id> {
9417 activity_id( "ACT_WAIT" ),
9418 activity_id( "ACT_WAIT_NPC" ),
9419 activity_id( "ACT_WAIT_STAMINA" ),
9420 activity_id( "ACT_AUTODRIVE" ),
9421 activity_id( "ACT_READ" ),
9422 activity_id( "ACT_SOCIALIZE" ),
9423 activity_id( "ACT_MEDITATE" ),
9424 activity_id( "ACT_FISH" ),
9425 activity_id( "ACT_GAME" ),
9426 activity_id( "ACT_HAND_CRANK" ),
9427 activity_id( "ACT_HEATING" ),
9428 activity_id( "ACT_VIBE" ),
9429 activity_id( "ACT_TRY_SLEEP" ),
9430 activity_id( "ACT_OPERATION" ),
9431 activity_id( "ACT_TREE_COMMUNION" ),
9432 activity_id( "ACT_EAT_MENU" ),
9433 activity_id( "ACT_CONSUME_FOOD_MENU" ),
9434 activity_id( "ACT_CONSUME_DRINK_MENU" ),
9435 activity_id( "ACT_CONSUME_MEDS_MENU" ),
9436 activity_id( "ACT_STUDY_SPELL" ),
9437 };
9438
9439 return in_sleep_state() || has_activity( allowed_activities );
9440}
string_id< activity_type > activity_id
Definition: activity_type.h:15

References has_activity(), and in_sleep_state().

Referenced by update_bodytemp().

◆ can_use_grab_break_tec()

bool Character::can_use_grab_break_tec ( const item weap) const

Returns true if the player is able to use a grab breaking technique.

Definition at line 977 of file martialarts.cpp.

978{
979 if( !has_grab_break_tec() ) {
980 return false;
981 }
982
983 ma_technique tec = martial_arts_data->get_grab_break_tec( weap );
984
985 return tec.is_valid_character( *this );
986}
bool has_grab_break_tec() const override
Returns true if the player has a grab breaking technique available.

References has_grab_break_tec(), ma_technique::is_valid_character(), and martial_arts_data.

Referenced by mattack::grab().

◆ can_use_heal_item()

bool Character::can_use_heal_item ( const item med) const

Check for mutation disallowing the use of an healing item.

Definition at line 422 of file mutation.cpp.

423{
424 const itype_id heal_id = med.typeId();
425
426 bool can_use = false;
427 bool got_restriction = false;
428
429 for( const trait_id &mut : get_mutations() ) {
430 if( !mut.obj().can_only_heal_with.empty() ) {
431 got_restriction = true;
432 }
433 if( mut.obj().can_only_heal_with.count( heal_id ) ) {
434 can_use = true;
435 break;
436 }
437 }
438 if( !got_restriction ) {
439 can_use = !med.has_flag( "CANT_HEAL_EVERYONE" );
440 }
441
442 if( !can_use ) {
443 for( const trait_id &mut : get_mutations() ) {
444 if( mut.obj().can_heal_with.count( heal_id ) ) {
445 can_use = true;
446 break;
447 }
448 }
449 }
450
451 return can_use;
452}
bool can_use(const item &it, const item &context=item()) const
Checks if character stats and skills meet minimum requirements for the item.
Definition: character.cpp:2720

References can_use(), get_mutations(), item::has_flag(), and item::typeId().

Referenced by activatable_inventory_preset::get_denial(), and heal_actor::use_healing_item().

◆ can_wear()

ret_val< bool > Character::can_wear ( const item it,
bool  with_equip_change = false 
) const

Check character capable of wearing an item.

Parameters
itThing to be worn
with_equip_changeIf true returns if it could be worn if things were taken off

Definition at line 2745 of file character.cpp.

2746{
2747 if( !it.is_armor() ) {
2748 return ret_val<bool>::make_failure( _( "Putting on a %s would be tricky." ), it.tname() );
2749 }
2750
2751 if( has_trait( trait_WOOLALLERGY ) && ( it.made_of( material_id( "wool" ) ) ||
2752 it.has_own_flag( "wooled" ) ) ) {
2753 return ret_val<bool>::make_failure( _( "Can't wear that, it's made of wool!" ) );
2754 }
2755
2756 if( it.is_filthy() && has_trait( trait_SQUEAMISH ) ) {
2757 return ret_val<bool>::make_failure( _( "Can't wear that, it's filthy!" ) );
2758 }
2759
2760 if( !it.has_flag( flag_OVERSIZE ) && !it.has_flag( flag_SEMITANGIBLE ) ) {
2761 for( const trait_id &mut : get_mutations() ) {
2762 const auto &branch = mut.obj();
2763 if( branch.conflicts_with_item( it ) ) {
2765 _( "Your %s mutation prevents you from wearing your %s." ) :
2766 _( "My %s mutation prevents me from wearing this %s." ), branch.name(),
2767 it.type_name() );
2768 }
2769 }
2770 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
2771 !it.made_of( material_id( "wool" ) ) && !it.made_of( material_id( "cotton" ) ) &&
2772 !it.made_of( material_id( "nomex" ) ) && !it.made_of( material_id( "leather" ) ) &&
2774 has_trait( trait_ANTLERS ) ) ) {
2775 return ret_val<bool>::make_failure( _( "Cannot wear a helmet over %s." ),
2776 ( has_trait( trait_HORNS_POINTED ) ? _( "horns" ) :
2777 ( has_trait( trait_ANTENNAE ) ? _( "antennae" ) : _( "antlers" ) ) ) );
2778 }
2779 }
2780
2781 if( it.has_flag( flag_SPLINT ) ) {
2782 bool need_splint = false;
2783 for( const bodypart_id &bp : get_all_body_parts() ) {
2784 if( !it.covers( bp->token ) ) {
2785 continue;
2786 }
2787 if( is_limb_broken( bp ) && !worn_with_flag( flag_SPLINT, bp ) ) {
2788 need_splint = true;
2789 break;
2790 }
2791 }
2792 if( !need_splint ) {
2794 _( "You don't have any broken limbs this could help." )
2795 : _( "%s doesn't have any broken limbs this could help." ), name );
2796 }
2797 }
2798
2799 if( it.has_flag( flag_RESTRICT_HANDS ) && !has_two_arms() ) {
2800 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have enough arms to wear that." )
2801 : string_format( _( "%s doesn't have enough arms to wear that." ), name ) ) );
2802 }
2803
2804 //Everything checked after here should be something that could be solved by changing equipment
2805 if( with_equip_change ) {
2807 }
2808
2809 if( it.is_power_armor() ) {
2810 for( auto &elem : worn ) {
2811 if( ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() &&
2812 !elem.has_flag( flag_POWERARMOR_COMPATIBLE ) && !elem.is_power_armor() ) {
2813 return ret_val<bool>::make_failure( _( "Can't wear power armor over other gear!" ) );
2814 } else if( elem.has_flag( flag_POWERARMOR_EXO ) && it.has_flag( flag_POWERARMOR_EXO ) ) {
2815 return ret_val<bool>::make_failure( _( "Can't wear multiple exoskeletons!" ) );
2816 }
2817 }
2820 _( "You can only wear power armor components with power armor!" ) );
2821 }
2823 for( auto &elem : worn ) {
2824 if( elem.has_flag( flag_POWERARMOR_EXO ) &&
2825 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
2826 return ret_val<bool>::make_failure( _( "Can't wear externals over an exoskeleton!" ) );
2827 } else if( elem.has_flag( flag_POWERARMOR_EXTERNAL ) &&
2828 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
2829 return ret_val<bool>::make_failure( _( "Can't wear externals over one another!" ) );
2830 }
2831 }
2832 }
2833 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
2834 int max_layer = 2;
2835 std::vector< std::pair< body_part, int > > mod_parts;
2836 std::vector< std::pair< body_part, bool > > attachments;
2837 body_part bp = num_bp;
2838 bodypart_str_id bpid;
2839 bool lhs = false;
2840 bool rhs = false;
2841 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
2842 bp = static_cast< body_part >( i );
2843 if( it.get_covered_body_parts().test( bp ) ) {
2844 mod_parts.emplace_back( bp, 0 );
2845 attachments.emplace_back( bp, false );
2846 }
2847 }
2848 for( auto &elem : worn ) {
2849 // To check if there's an external/exoskeleton for the mod to attach to.
2850 for( std::pair< body_part, bool > &attachment : attachments ) {
2851 if( elem.get_covered_body_parts().test( attachment.first ) &&
2852 ( elem.has_flag( flag_POWERARMOR_EXO ) || elem.has_flag( flag_POWERARMOR_EXTERNAL ) ) ) {
2853 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
2854 attachment.second = true;
2855 } else {
2856 attachment.second = true;
2857 }
2858 }
2859 }
2860 // To check how many mods are on a given part.
2861 for( std::pair< body_part, int > &mod_part : mod_parts ) {
2862 bpid = convert_bp( mod_part.first );
2863 if( elem.get_covered_body_parts().test( mod_part.first ) &&
2864 elem.has_flag( flag_POWERARMOR_MOD ) ) {
2865 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
2866 mod_part.second++;
2867 } else {
2868 mod_part.second++;
2869 }
2870 }
2871 }
2872 }
2873 for( std::pair< body_part, bool > &attachment : attachments ) {
2874 if( !attachment.second ) {
2875 return ret_val<bool>::make_failure( _( "Nothing to attach the mod to!" ) );
2876 }
2877 }
2878 for( std::pair< body_part, int > &mod_part : mod_parts ) {
2879 bpid = convert_bp( mod_part.first );
2880 if( static_cast< body_part >( mod_part.first ) == bp_torso ) {
2881 max_layer = 3;
2882 }
2883 if( mod_part.second >= max_layer ) {
2884 if( !it.is_sided() || bpid->part_side == side::BOTH ) {
2885 return ret_val<bool>::make_failure( _( "Can't wear any more mods on that body part!" ) );
2886 } else {
2887 if( bpid->part_side == side::LEFT ) {
2888 lhs = true;
2889 } else {
2890 rhs = true;
2891 }
2892 if( lhs && rhs ) {
2893 return ret_val<bool>::make_failure( _( "No more space for that mod!" ) );
2894 }
2895 }
2896 }
2897 }
2898 }
2899 } else {
2900 // Only headgear can be worn with power armor, except other power armor components.
2901 // You can't wear headgear if power armor helmet is already sitting on your head.
2902 for( auto &elem : worn ) {
2904 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) ) {
2905 return ret_val<bool>::make_failure( _( "Can't wear %s with power armor!" ), it.tname() );
2906 }
2907 }
2908 }
2909
2910 // Check if we don't have both hands available before wearing a briefcase, shield, etc. Also occurs if we're already wearing one.
2912 weapon.is_two_handed( *this ) ) ) {
2913 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have a hand free to wear that." )
2914 : string_format( _( "%s doesn't have a hand free to wear that." ), name ) ) );
2915 }
2916
2917 for( auto &i : worn ) {
2918 if( i.has_flag( flag_ONLY_ONE ) && i.typeId() == it.typeId() ) {
2919 return ret_val<bool>::make_failure( _( "Can't wear more than one %s!" ), it.tname() );
2920 }
2921 }
2922
2923 if( amount_worn( it.typeId() ) >= MAX_WORN_PER_TYPE ) {
2924 return ret_val<bool>::make_failure( _( "Can't wear %i or more %s at once." ),
2925 MAX_WORN_PER_TYPE + 1, it.tname( MAX_WORN_PER_TYPE + 1 ) );
2926 }
2927
2928 if( ( ( it.covers( bp_foot_l ) && is_wearing_shoes( side::LEFT ) ) ||
2929 ( it.covers( bp_foot_r ) && is_wearing_shoes( side::RIGHT ) ) ) &&
2930 ( !it.has_flag( flag_OVERSIZE ) || !it.has_flag( flag_OUTER ) ) && !it.has_flag( flag_SKINTIGHT ) &&
2931 !it.has_flag( flag_BELTED ) && !it.has_flag( flag_PERSONAL ) && !it.has_flag( flag_AURA ) &&
2932 !it.has_flag( flag_SEMITANGIBLE ) ) {
2933 // Checks to see if the player is wearing shoes
2934 return ret_val<bool>::make_failure( ( is_player() ? _( "You're already wearing footwear!" )
2935 : string_format( _( "%s is already wearing footwear!" ), name ) ) );
2936 }
2937
2938 if( it.covers( bp_head ) &&
2940 !it.has_flag( flag_PERSONAL ) && !it.is_power_armor() &&
2942 is_wearing_helmet() ) {
2944 ( is_player() ? _( "You can't wear that with other headgear!" )
2945 : string_format( _( "%s can't wear that with other headgear!" ), name ) ) );
2946 }
2947
2948 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
2950 ( head_cloth_encumbrance() + it.get_encumber( *this ) > 40 ) ) {
2951 return ret_val<bool>::make_failure( ( is_player() ? _( "You can't wear that much on your head!" )
2952 : string_format( _( "%s can't wear that much on their head!" ), name ) ) );
2953 }
2954
2956}
static const std::string flag_BELTED("BELTED")
static const trait_id trait_ANTLERS("ANTLERS")
static const trait_id trait_WOOLALLERGY("WOOLALLERGY")
static const trait_id trait_HORNS_POINTED("HORNS_POINTED")
static const std::string flag_SKINTIGHT("SKINTIGHT")
static const std::string flag_POWERARMOR_COMPATIBLE("POWERARMOR_COMPATIBLE")
static const trait_id trait_ANTENNAE("ANTENNAE")
static const std::string flag_HELMET_COMPAT("HELMET_COMPAT")
static const std::string flag_POWERARMOR_EXO("POWERARMOR_EXO")
static const std::string flag_OUTER("OUTER")
static const std::string flag_OVERSIZE("OVERSIZE")
static const std::string flag_ONLY_ONE("ONLY_ONE")
static const std::string flag_POWERARMOR_EXTERNAL("POWERARMOR_EXTERNAL")
static const std::string flag_RESTRICT_HANDS("RESTRICT_HANDS")
static const trait_id trait_SQUEAMISH("SQUEAMISH")
bool is_wearing_power_armor(bool *hasHelmet=nullptr) const
Returns true if the character is wearing power armor.
Definition: character.cpp:3789
bool is_wearing_helmet() const
Returns true if the character is wearing something occupying the helmet slot.
Definition: character.cpp:8872
int amount_worn(const itype_id &id) const
Returns the amount of item ‘type’ that is currently worn.
Definition: character.cpp:2173
bool has_two_arms() const
Returns true if the player has two functioning arms.
Definition: character.cpp:1206
int head_cloth_encumbrance() const
Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.
Definition: character.cpp:8884
bool is_wearing_shoes(const side &which_side=side::BOTH) const
Returns true if the player is wearing something on their feet that is not SKINTIGHT.
Definition: character.cpp:8843
bool is_sided() const
Returns true if item is armor and can be worn on different sides of the body.
Definition: item.cpp:802
const std::vector< material_id > & made_of() const
The ids of all the materials this is made of.
Definition: item.cpp:6413
bool is_filthy() const
Marks the item as filthy, so characters with squeamish trait can't wear it.
Definition: item.cpp:9976
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9846
bool is_power_armor() const
Whether this is a power armor item.
Definition: item.cpp:5786
bool is_armor() const
Definition: item.cpp:6704
int get_encumber(const Character &) const
Returns the encumbrance value that this item has when worn by given player.
Definition: item.cpp:5792
bool is_two_handed(const Character &guy) const
Whether the character needs both hands to wield this item.
Definition: item.cpp:6404
static constexpr int MAX_WORN_PER_TYPE

References _, amount_worn(), BOTH, bp_foot_l, bp_foot_r, bp_head, bp_torso, convert_bp(), item::covers(), flag_AURA(), flag_BELTED(), flag_HELMET_COMPAT(), flag_ONLY_ONE(), flag_OUTER(), flag_OVERSIZE(), flag_PERSONAL(), flag_POWERARMOR_COMPATIBLE(), flag_POWERARMOR_EXO(), flag_POWERARMOR_EXTERNAL(), flag_POWERARMOR_MOD(), flag_RESTRICT_HANDS(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), flag_SPLINT(), Creature::get_all_body_parts(), item::get_covered_body_parts(), item::get_encumber(), get_mutations(), item::has_flag(), item::has_own_flag(), has_trait(), has_two_arms(), head_cloth_encumbrance(), item::is_armor(), item::is_filthy(), is_limb_broken(), Creature::is_player(), item::is_power_armor(), item::is_sided(), item::is_two_handed(), is_wearing_helmet(), is_wearing_power_armor(), is_wearing_shoes(), LEFT, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), MAX_WORN_PER_TYPE, name, num_bp, body_part_type::part_side, RIGHT, string_format(), body_part_set::test(), item::tname(), trait_ANTENNAE, trait_ANTLERS, trait_HORNS_POINTED, trait_SQUEAMISH, trait_WOOLALLERGY, item::type_name(), item::typeId(), weapon, wearing_something_on(), worn, and worn_with_flag().

Referenced by behavior::character_oracle_t::can_wear_warmer_clothes(), dispose_item(), wear_inventory_preset::get_denial(), give_item_to(), handle_problematic_pickup(), examine_item_menu::rate_action_wear(), spell_effect::spawn_ethereal_item(), starting_clothes(), avatar_funcs::use_item(), npc::wear_if_wanted(), and wear_item().

◆ can_wield()

ret_val< bool > Character::can_wield ( const item it) const

Check whether character is capable of wielding given item.

Definition at line 3071 of file character.cpp.

3072{
3073 if( it.made_of( LIQUID ) ) {
3074 return ret_val<bool>::make_failure( _( "Can't wield spilt liquids." ) );
3075 }
3076
3077 if( get_working_arm_count() <= 0 ) {
3079 _( "You need at least one arm to even consider wielding something." ) );
3080 }
3081
3082 if( is_armed() && weapon.has_flag( "NO_UNWIELD" ) ) {
3083 return ret_val<bool>::make_failure( _( "The %s is preventing you from wielding the %s." ),
3085 }
3086
3087 monster *mount = mounted_creature.get();
3088 if( it.is_two_handed( *this ) && ( !has_two_arms() || worn_with_flag( flag_RESTRICT_HANDS ) ) &&
3089 !( is_mounted() && mount->has_flag( MF_RIDEABLE_MECH ) &&
3090 mount->type->mech_weapon && it.typeId() == mount->type->mech_weapon ) ) {
3093 _( "Something you are wearing hinders the use of both hands." ) );
3094 } else if( it.has_flag( "ALWAYS_TWOHAND" ) ) {
3095 return ret_val<bool>::make_failure( _( "The %s can't be wielded with only one arm." ),
3096 it.tname() );
3097 } else {
3098 return ret_val<bool>::make_failure( _( "You are too weak to wield %s with only one arm." ),
3099 it.tname() );
3100 }
3101 }
3102 if( is_mounted() && mount->has_flag( MF_RIDEABLE_MECH ) &&
3103 mount->type->mech_weapon && it.typeId() != mount->type->mech_weapon ) {
3104 return ret_val<bool>::make_failure( _( "You cannot wield anything while piloting a mech." ) );
3105 }
3106
3108}
int get_working_arm_count() const
Returns the number of functioning arms.
Definition: character.cpp:1213
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:177
const mtype * type
Definition: monster.h:477
@ LIQUID
Definition: enums.h:175
std::string fmt_wielded_weapon(const Character &who)
Get the formatted name of the currently wielded item (if any) with current gun mode (if gun)
itype_id mech_weapon
If this monster is a rideable mech with built-in weapons, this is the weapons id.
Definition: mtype.h:368

References _, flag_RESTRICT_HANDS(), character_funcs::fmt_wielded_weapon(), get_working_arm_count(), item::has_flag(), monster::has_flag(), has_two_arms(), is_armed(), is_mounted(), item::is_two_handed(), LIQUID, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), mtype::mech_weapon, MF_RIDEABLE_MECH, mounted_creature, item::tname(), monster::type, item::typeId(), weapon, and worn_with_flag().

Referenced by apply_damage(), find_best_bench(), weapon_inventory_preset::get_denial(), pick_one_up(), character_funcs::try_wield_contents(), avatar::wield(), and avatar_action::wield().

◆ cancel_activity()

void Character::cancel_activity ( )

Definition at line 9206 of file character.cpp.

9207{
9208 activity.canceled( *this );
9209 if( has_activity( ACT_MOVE_ITEMS ) && is_hauling() ) {
9210 stop_hauling();
9211 }
9212 if( has_activity( ACT_TRY_SLEEP ) ) {
9213 remove_value( "sleep_query" );
9214 }
9215 // Clear any backlog items that aren't auto-resume.
9216 for( auto backlog_item = backlog.begin(); backlog_item != backlog.end(); ) {
9217 if( backlog_item->auto_resume ) {
9218 backlog_item++;
9219 } else {
9220 backlog_item = backlog.erase( backlog_item );
9221 }
9222 }
9223 // act wait stamina interrupts an ongoing activity.
9224 // and automatically puts auto_resume = true on it
9225 // we don't want that to persist if there is another interruption.
9226 // and player moves elsewhere.
9227 if( has_activity( ACT_WAIT_STAMINA ) && !backlog.empty() &&
9228 backlog.front().auto_resume ) {
9229 backlog.front().auto_resume = false;
9230 }
9231 if( activity && activity.is_suspendable() ) {
9232 backlog.push_front( activity );
9233 }
9234 sfx::end_activity_sounds(); // kill activity sounds when canceled
9236}
static const activity_id ACT_TRY_SLEEP("ACT_TRY_SLEEP")
static const activity_id ACT_MOVE_ITEMS("ACT_MOVE_ITEMS")
static const activity_id ACT_WAIT_STAMINA("ACT_WAIT_STAMINA")
bool is_hauling() const
Definition: character.cpp:9158
void stop_hauling()
Definition: character.cpp:9149
void canceled(Character &who)
Performs activity-specific cleanup when Character::cancel_activity() is called.
bool is_suspendable() const
If this returns true, the action can be continued without starting from scratch again (see player::ba...
void end_activity_sounds()
Definition: sounds.cpp:1603

References ACT_MOVE_ITEMS, ACT_TRY_SLEEP, ACT_WAIT_STAMINA, activity, backlog, player_activity::canceled(), sfx::end_activity_sounds(), has_activity(), is_hauling(), player_activity::is_suspendable(), Creature::remove_value(), and stop_hauling().

Referenced by activity_on_turn_move_loot(), activity_on_turn_wear(), activity_handlers::adv_inventory_do_turn(), activity_handlers::armor_layers_do_turn(), activity_handlers::build_do_turn(), player::can_continue_craft(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), activity_handlers::craft_do_turn(), autodrive_activity_actor::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), pickup_activity_actor::do_turn(), avatar_action::eat(), fall_asleep(), game::forced_door_closing(), item::handle_craft_failure(), mattack::pull_metal_weapon(), npc::reboot(), DefaultRemovePartHandler::removed(), show_armor_layers_ui(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), stop_hauling(), and npc::talk_to_u().

◆ cancel_stashed_activity()

void Character::cancel_stashed_activity ( )

◆ change_side() [1/2]

bool Character::change_side ( item it,
bool  interactive = true 
)

Swap side on which item is worn; returns false on fail.

If interactive is false, don't alert player or drain moves

Definition at line 3701 of file character.cpp.

3702{
3703 const auto ret = can_swap( it );
3704 if( !ret.success() ) {
3705 if( interactive ) {
3706 add_msg_if_player( m_info, "%s", ret.c_str() );
3707 }
3708 return false;
3709 }
3710
3711 if( !it.swap_side() ) {
3712 if( interactive ) {
3714 _( "You cannot swap the side on which your %s is worn." ),
3715 _( "<npcname> cannot swap the side on which their %s is worn." ),
3716 it.tname() );
3717 }
3718 return false;
3719 }
3720
3721 if( interactive ) {
3722 add_msg_player_or_npc( m_info, _( "You swap the side on which your %s is worn." ),
3723 _( "<npcname> swaps the side on which their %s is worn." ),
3724 it.tname() );
3725 }
3726
3727 mod_moves( -250 );
3729
3730 return true;
3731}
ret_val< bool > can_swap(const item &it) const
Check player capable of swapping the side of a worn item.
Definition: character.cpp:3140
bool swap_side()
Swap the side on which the item is worn.
Definition: item.cpp:830

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), can_swap(), m_info, Creature::mod_moves(), reset_encumbrance(), cata::hash64_detail::ret, item::swap_side(), and item::tname().

Referenced by npc::adjust_worn(), change_side(), examine_item_menu::run(), and show_armor_layers_ui().

◆ change_side() [2/2]

bool Character::change_side ( item_location loc,
bool  interactive = true 
)

Definition at line 3733 of file character.cpp.

3734{
3735 if( !loc || !is_worn( *loc ) ) {
3736 if( interactive ) {
3738 _( "You are not wearing that item." ),
3739 _( "<npcname> isn't wearing that item." ) );
3740 }
3741 return false;
3742 }
3743
3744 return change_side( *loc, interactive );
3745}
bool is_worn(const item &thing) const
Definition: character.h:1096
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3701

References _, Creature::add_msg_player_or_npc(), change_side(), is_worn(), and m_info.

◆ check_and_recover_morale()

bool Character::check_and_recover_morale ( )

Checks permanent morale for consistency and recovers it when an inconsistency is found.

Definition at line 9101 of file character.cpp.

9102{
9103 player_morale test_morale;
9104
9105 for( const item &wit : worn ) {
9106 test_morale.on_item_wear( wit );
9107 }
9108
9109 for( const trait_id &mut : get_mutations() ) {
9110 test_morale.on_mutation_gain( mut );
9111 }
9112
9113 for( const auto &elem : *effects ) {
9114 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
9115 const effect &e = _effect_it.second;
9116 if( !e.is_removed() ) {
9117 test_morale.on_effect_int_change( e.get_id(), e.get_intensity(), e.get_bp() );
9118 }
9119 }
9120 }
9121
9122 test_morale.on_stat_change( "kcal", get_stored_kcal() );
9123 test_morale.on_stat_change( "thirst", get_thirst() );
9124 test_morale.on_stat_change( "fatigue", get_fatigue() );
9125 test_morale.on_stat_change( "pain", get_pain() );
9126 test_morale.on_stat_change( "pkill", get_painkiller() );
9127 test_morale.on_stat_change( "perceived_pain", get_perceived_pain() );
9128
9130
9131 if( !morale->consistent_with( test_morale ) ) {
9132 *morale = player_morale( test_morale ); // Recover consistency
9133 add_msg( m_debug, "%s morale was recovered.", disp_name( true ) );
9134 return false;
9135 }
9136
9137 return true;
9138}
int get_fatigue() const
Definition: character.cpp:4461
int get_thirst() const
Definition: character.cpp:4333
void apply_persistent_morale()
Ensures persistent morale effects are up-to-date.
Definition: character.cpp:8980
pimpl< effects_map > effects
Definition: creature.h:816
const efftype_id & get_id() const
Returns the effect's matching effect_type id.
Definition: effect.h:305
int get_intensity() const
Returns the intensity of an effect.
Definition: effect.cpp:849
const bodypart_str_id & get_bp() const
Returns the targeted body_part of the effect.
Definition: effect.cpp:835
bool is_removed() const
Returns if the effect is disabled and set up for removal.
Definition: effect.h:246
void on_item_wear(const item &it)
Definition: morale.cpp:935
void on_stat_change(const std::string &stat, int value)
Definition: morale.cpp:927
void on_effect_int_change(const efftype_id &eid, int intensity, const bodypart_str_id &bp=bodypart_str_id::NULL_ID())
Definition: morale.cpp:974
void on_mutation_gain(const trait_id &mid)
Definition: morale.cpp:917

References add_msg(), apply_persistent_morale(), disp_name(), Creature::effects, effect::get_bp(), get_fatigue(), effect::get_id(), effect::get_intensity(), get_mutations(), Creature::get_pain(), get_painkiller(), get_perceived_pain(), get_stored_kcal(), get_thirst(), effect::is_removed(), m_debug, morale, player_morale::on_effect_int_change(), player_morale::on_item_wear(), player_morale::on_mutation_gain(), player_morale::on_stat_change(), and worn.

Referenced by game::do_turn().

◆ check_item_encumbrance_flag()

void Character::check_item_encumbrance_flag ( )

Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating.

Definition at line 1753 of file character.cpp.

1754{
1755 bool update_required = check_encumbrance;
1756 for( auto &i : worn ) {
1757 if( !update_required && i.encumbrance_update_ ) {
1758 update_required = true;
1759 }
1760 i.encumbrance_update_ = false;
1761 }
1762
1763 if( update_required ) {
1765 }
1766}
bool check_encumbrance
Definition: character.h:2255

References check_encumbrance, reset_encumbrance(), and worn.

◆ check_mount_is_spooked()

bool Character::check_mount_is_spooked ( )

Definition at line 1028 of file character.cpp.

1029{
1030 if( !is_mounted() ) {
1031 return false;
1032 }
1033 // chance to spook per monster nearby:
1034 // base 1% per turn.
1035 // + 1% per square closer than 15 distanace. (1% - 15%)
1036 // * 2 if hostile monster is bigger than or same size as mounted creature.
1037 // -0.25% per point of dexterity (low -1%, average -2%, high -3%, extreme -3.5%)
1038 // -0.1% per point of strength ( low -0.4%, average -0.8%, high -1.2%, extreme -1.4% )
1039 // / 2 if horse has full tack and saddle.
1040 // Monster in spear reach monster and average stat (8) player on saddled horse, 14% -2% -0.8% / 2 = ~5%
1041 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1042 const m_size mount_size = mounted_creature->get_size();
1043 const bool saddled = mounted_creature->has_effect( effect_saddled );
1044 for( const monster &critter : g->all_monsters() ) {
1045 double chance = 1.0;
1046 Attitude att = critter.attitude_to( *this );
1047 // actually too close now - horse might spook.
1048 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 10 ) {
1049 chance += 10 - rl_dist( pos(), critter.pos() );
1050 if( critter.get_size() >= mount_size ) {
1051 chance *= 2;
1052 }
1053 chance -= 0.25 * get_dex();
1054 chance -= 0.1 * get_str();
1055 if( saddled ) {
1056 chance /= 2;
1057 }
1058 chance = std::max( 1.0, chance );
1059 if( x_in_y( chance, 100.0 ) ) {
1061 return true;
1062 }
1063 }
1064 }
1065 }
1066 return false;
1067}
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
static const efftype_id effect_saddled("monster_saddled")
virtual int get_dex() const
Definition: character.cpp:4074
void forced_dismount()
Definition: character.cpp:1074
Attitude
Simplified attitude towards any creature: hostile - hate, want to kill, etc.
Definition: creature.h:166
m_size
Definition: creature.h:57

References Creature::A_HOSTILE, effect_saddled, forced_dismount(), g, get_dex(), get_str(), HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), sees(), and x_in_y().

Referenced by game::do_turn().

◆ check_mount_will_move()

bool Character::check_mount_will_move ( const tripoint dest_loc)

Definition at line 1010 of file character.cpp.

1011{
1012 if( !is_mounted() ) {
1013 return true;
1014 }
1015 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1016 for( const monster &critter : g->all_monsters() ) {
1017 Attitude att = critter.attitude_to( *this );
1018 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 15 &&
1019 rl_dist( dest_loc, critter.pos() ) < rl_dist( pos(), critter.pos() ) ) {
1020 add_msg_if_player( _( "You fail to budge your %s!" ), mounted_creature->get_name() );
1021 return false;
1022 }
1023 }
1024 }
1025 return true;
1026}

References _, Creature::A_HOSTILE, Creature::add_msg_if_player(), g, HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), and sees().

Referenced by avatar_action::move().

◆ check_needs_extremes()

void Character::check_needs_extremes ( )

Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.

Intelligence slightly decreases occurrence of short naps when dead tired Intelligence slightly decreases occurrence of short naps when exhausted Perception slightly decreases occurrence of short naps when sleep deprived Perception slightly increases resilience against passing out from sleep deprivation

Definition at line 4978 of file character.cpp.

4979{
4980 // Check if we've overdosed... in any deadly way.
4981 if( get_stim() > 250 ) {
4982 add_msg_if_player( m_bad, _( "You have a sudden heart attack!" ) );
4983 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4984 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4985 } else if( get_stim() < -200 || get_painkiller() > 240 ) {
4986 add_msg_if_player( m_bad, _( "Your breathing stops completely." ) );
4987 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4988 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4989 } else if( has_effect( effect_jetinjector ) && get_effect_dur( effect_jetinjector ) > 40_minutes ) {
4990 if( !( has_trait( trait_NOPAIN ) ) ) {
4991 add_msg_if_player( m_bad, _( "Your heart spasms painfully and stops." ) );
4992 } else {
4993 add_msg_if_player( _( "Your heart spasms and stops." ) );
4994 }
4996 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4997 } else if( get_effect_dur( effect_adrenaline ) > 50_minutes ) {
4998 add_msg_if_player( m_bad, _( "Your heart spasms and stops." ) );
5000 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5001 } else if( get_effect_int( effect_drunk ) > 4 ) {
5002 add_msg_if_player( m_bad, _( "Your breathing slows down to a stop." ) );
5004 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5005 }
5006
5007 // check if we've starved
5008 if( is_player() ) {
5009 if( get_stored_kcal() <= 0 ) {
5010 add_msg_if_player( m_bad, _( "You have starved to death." ) );
5011 g->events().send<event_type::dies_of_starvation>( getID() );
5012 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5013 } else if( calendar::once_every( 6_hours ) ) {
5014 std::string category;
5015 if( get_kcal_percent() < 0.1f ) {
5016 category = "empty_starving";
5017 } else if( get_kcal_percent() < 0.25f ) {
5018 category = "empty_emaciated";
5019 } else if( get_kcal_percent() < 0.5f ) {
5020 category = "empty_malnutrition";
5021 } else if( get_kcal_percent() < 0.7f ) {
5022 category = "empty_low_cal";
5023 }
5024 if( !category.empty() ) {
5025 const translation message = SNIPPET.random_from_category( category ).value_or( translation() );
5027 }
5028
5029 }
5030 }
5031
5032 // Check if we're dying of thirst
5034 if( get_thirst() >= thirst_levels::dead ) {
5035 add_msg_if_player( m_bad, _( "You have died of dehydration." ) );
5036 g->events().send<event_type::dies_of_thirst>( getID() );
5037 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5038 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.333f ) &&
5039 calendar::once_every( 30_minutes ) ) {
5040 add_msg_if_player( m_warning, _( "Even your eyes feel dry…" ) );
5041 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.666f ) &&
5042 calendar::once_every( 30_minutes ) ) {
5043 add_msg_if_player( m_warning, _( "You are THIRSTY!" ) );
5044 } else if( calendar::once_every( 30_minutes ) ) {
5045 add_msg_if_player( m_warning, _( "Your mouth feels so dry…" ) );
5046 }
5047 }
5048
5049 // Check if we're falling asleep, unless we're sleeping
5052 add_msg_if_player( m_bad, _( "Survivor sleep now." ) );
5054 mod_fatigue( -10 );
5055 fall_asleep();
5056 } else if( get_fatigue() >= 800 && calendar::once_every( 30_minutes ) ) {
5057 add_msg_if_player( m_warning, _( "Anywhere would be a good place to sleep…" ) );
5058 } else if( calendar::once_every( 30_minutes ) ) {
5059 add_msg_if_player( m_warning, _( "You feel like you haven't slept in days." ) );
5060 }
5061 }
5062
5063 // Even if we're not Exhausted, we really should be feeling lack/sleep earlier
5064 // Penalties start at Dead Tired and go from there
5066 if( get_fatigue() >= 700 ) {
5067 if( calendar::once_every( 30_minutes ) ) {
5068 add_msg_if_player( m_warning, _( "You're too physically tired to stop yawning." ) );
5069 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5070 }
5071 /** @EFFECT_INT slightly decreases occurrence of short naps when dead tired */
5072 if( one_in( 50 + int_cur ) ) {
5073 fall_asleep( 30_seconds );
5074 }
5075 } else if( get_fatigue() >= fatigue_levels::exhausted ) {
5076 if( calendar::once_every( 30_minutes ) ) {
5077 add_msg_if_player( m_warning, _( "How much longer until bedtime?" ) );
5078 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5079 }
5080 /** @EFFECT_INT slightly decreases occurrence of short naps when exhausted */
5081 if( one_in( 100 + int_cur ) ) {
5082 fall_asleep( 30_seconds );
5083 }
5084 } else if( get_fatigue() >= fatigue_levels::dead_tired && calendar::once_every( 30_minutes ) ) {
5085 add_msg_if_player( m_warning, _( "*yawn* You should really get some sleep." ) );
5086 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5087 }
5088 }
5089
5090 // Sleep deprivation kicks in if lack of sleep is avoided with stimulants or otherwise for long periods of time
5092 float sleep_deprivation_pct = sleep_deprivation / static_cast<float>
5094
5096 calendar::once_every( 60_minutes ) &&
5100 _( "Your mind feels tired. It's been a while since you've slept well." ) );
5101 mod_fatigue( 1 );
5104 _( "Your mind feels foggy from lack of good sleep, and your eyes keep trying to close against your will." ) );
5105 mod_fatigue( 5 );
5106
5107 if( one_in( 10 ) ) {
5108 mod_healthy_mod( -1, 0 );
5109 }
5112 _( "Your mind feels weary, and you dread every wakeful minute that passes. You crave sleep, and feel like you're about to collapse." ) );
5113 mod_fatigue( 10 );
5114
5115 if( one_in( 5 ) ) {
5116 mod_healthy_mod( -2, -20 );
5117 }
5120 _( "You haven't slept decently for so long that your whole body is screaming for mercy. It's a miracle that you're still awake, but it just feels like a curse now." ) );
5121 mod_fatigue( 40 );
5122
5123 mod_healthy_mod( -5, -50 );
5124 }
5125 // else you pass out for 20 hours, guaranteed
5126
5127 // Microsleeps are slightly worse if you're sleep deprived, but not by much. (chance: 1 in (75 + per_cur) at minor sleep deprivation)
5128 // Note: these can coexist with fatigue-related microsleeps
5129 /** @EFFECT_PER slightly decreases occurrence of short naps when sleep deprived */
5130 if( one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 75 + get_per() ) ) ) {
5131 fall_asleep( 30_seconds );
5132 }
5133
5134
5137 /** @EFFECT_PER slightly increases resilience against passing out from sleep deprivation */
5138 one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 100 ) + get_per() ) ) ) ) {
5140 _( "Your body collapses due to sleep deprivation, your neglected fatigue rushing back all at once, and you pass out on the spot." )
5141 , _( "<npcname> collapses to the ground from exhaustion." ) );
5143 set_fatigue( static_cast<int>( fatigue_levels::exhausted ) );
5144 }
5145
5147 fall_asleep( 20_hours );
5149 fall_asleep( 16_hours );
5150 } else {
5151 fall_asleep( 12_hours );
5152 }
5153 }
5154 }
5155}
constexpr T lerp(const T &min, const T &max, float t)
Linear interpolation: returns first argument if t is 0, second if t is 1, otherwise proportional to t...
Definition: cata_utility.h:159
static const efftype_id effect_lack_sleep("lack_sleep")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_meth("meth")
static const efftype_id effect_jetinjector("jetinjector")
static const trait_id trait_NOPAIN("NOPAIN")
float get_kcal_percent() const
Definition: character.cpp:4328
virtual void set_fatigue(int nfatigue)
Definition: character.cpp:4446
void fall_asleep()
Adds "sleep" to the player.
Definition: character.cpp:9246
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4436
int get_stim() const
Definition: character.cpp:7033
virtual void mod_healthy_mod(int nhealthy_mod, int cap)
Definition: character.cpp:4264
int get_sleep_deprivation() const
Definition: character.cpp:4466
virtual int get_per() const
Definition: character.cpp:4078
void set_part_hp_cur(const bodypart_id &id, int set)
Definition: creature.cpp:1596
time_duration get_effect_dur(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the duration of the matching effect.
Definition: creature.cpp:1261
std::optional< translation > random_from_category(const std::string &cat) const
Returns a random snippet out of the given category.
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
@ m_warning
Definition: enums.h:264
@ falls_asleep_from_exhaustion
@ dies_from_drug_overdose
@ dies_of_starvation
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
std::string message
Definition: mapgen.cpp:411
snippet_library SNIPPET

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dead, dead_tired, dies_from_drug_overdose, dies_of_starvation, dies_of_thirst, effect_adrenaline, effect_drunk, effect_jetinjector, effect_lack_sleep, effect_meth, efftype_id, exhausted, fall_asleep(), falls_asleep_from_exhaustion, g, Creature::get_effect_dur(), Creature::get_effect_int(), get_fatigue(), get_kcal_percent(), get_painkiller(), get_per(), get_sleep_deprivation(), get_stim(), get_stored_kcal(), get_thirst(), getID(), harmless, Creature::has_effect(), has_trait(), in_sleep_state(), int_cur, Creature::is_player(), lerp(), m_bad, m_warning, major, massive, mapgen_defer::message, minor, mod_fatigue(), mod_healthy_mod(), calendar::once_every(), one_in(), parched, snippet_library::random_from_category(), serious, set_fatigue(), Creature::set_part_hp_cur(), sleep_deprivation, SNIPPET, and trait_NOPAIN.

Referenced by update_body().

◆ check_outbounds_activity()

bool Character::check_outbounds_activity ( const player_activity act,
bool  check_only = false 
)

Definition at line 922 of file character.cpp.

923{
924 map &here = get_map();
925 if( ( act.placement != tripoint_zero && act.placement != tripoint_min &&
926 !here.inbounds( here.getlocal( act.placement ) ) ) || ( !act.coords.empty() &&
927 !here.inbounds( here.getlocal( act.coords.back() ) ) ) ) {
928 if( is_npc() && !check_only ) {
929 // stash activity for when reloaded.
931 if( !backlog.empty() ) {
933 }
935 }
937 "npc %s at pos %d %d, activity target is not inbounds at %d %d therefore activity was stashed",
938 disp_name(), pos().x, pos().y, act.placement.x, act.placement.y );
939 return true;
940 }
941 return false;
942}
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8387
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7873
static constexpr tripoint tripoint_zero
Definition: point.h:259
static constexpr tripoint tripoint_min
Definition: point.h:304

References act, activity, add_msg(), backlog, disp_name(), get_map(), map::getlocal(), map::inbounds(), Creature::is_npc(), m_debug, pos(), stashed_outbounds_activity, stashed_outbounds_backlog, tripoint_min, and tripoint_zero.

Referenced by player_activity::do_turn(), and npc::move().

◆ clairvoyance()

int Character::clairvoyance ( ) const

Returns the distance the player can see through walls.

Definition at line 680 of file character.cpp.

681{
683 return MAX_CLAIRVOYANCE;
684 }
685
687 return 8;
688 }
689
691 return 3;
692 }
693
694 // 0 would mean we have clairvoyance of own tile
695 return -1;
696}
#define MAX_CLAIRVOYANCE
Definition: character.h:84
@ VISION_CLAIRVOYANCE_PLUS
Definition: character.h:95
@ VISION_CLAIRVOYANCE
Definition: character.h:94
@ VISION_CLAIRVOYANCE_SUPER
Definition: character.h:96
std::bitset< NUM_VISION_MODES > vision_mode_cache
Definition: character.h:2177

References MAX_CLAIRVOYANCE, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, and vision_mode_cache.

Referenced by sees().

◆ clear_bionics()

void Character::clear_bionics ( )

Remove all bionics.

Definition at line 2763 of file bionics.cpp.

2764{
2765 my_bionics->clear();
2766}

References my_bionics.

◆ clear_destination()

◆ clear_destination_activity()

void Character::clear_destination_activity ( )

Definition at line 949 of file character.cpp.

950{
952}
player_activity destination_activity
Definition: character.h:2240

References destination_activity.

Referenced by clear_destination().

◆ clear_miss_reasons()

void Character::clear_miss_reasons ( )

Clears the list of reasons for why the player would miss a melee attack.

Definition at line 356 of file melee.cpp.

357{
358 melee_miss_reasons.clear();
359}

References melee_miss_reasons.

Referenced by process_turn().

◆ clear_morale()

void Character::clear_morale ( )

Definition at line 9091 of file character.cpp.

9092{
9093 morale->clear();
9094}

References morale.

◆ clear_mutations()

void Character::clear_mutations ( )

Empties the trait and mutations lists.

Definition at line 2882 of file newcharacter.cpp.

2883{
2884 while( !my_traits.empty() ) {
2885 toggle_trait( *my_traits.begin() );
2886 }
2887 while( !my_mutations.empty() ) {
2888 unset_mutation( my_mutations.begin()->first );
2889 }
2890 cached_mutations.clear();
2891}
void toggle_trait(const trait_id &)
Toggles a trait on the player and in their mutation list.
Definition: mutation.cpp:125
std::vector< const mutation_branch * > cached_mutations
Pointers to mutation branches in my_mutations.
Definition: character.h:2163
void unset_mutation(const trait_id &)
Definition: mutation.cpp:165
std::unordered_set< trait_id > my_traits
Contains mutation ids of the base traits.
Definition: character.h:2159

References cached_mutations, my_mutations, my_traits, toggle_trait(), and unset_mutation().

Referenced by npc::randomize(), and reset_scenario().

◆ clear_npc_ai_info_cache()

void Character::clear_npc_ai_info_cache ( npc_ai_info  key) const

◆ clear_skills()

void Character::clear_skills ( )

Clear the skills map, setting all levels to 0.

Definition at line 2893 of file newcharacter.cpp.

2894{
2895 for( auto &sk : *_skills ) {
2896 sk.second.level( 0 );
2897 }
2898}
pimpl< SkillLevelMap > _skills
Character skills.
Definition: character.h:2170

References _skills.

Referenced by reset_scenario().

◆ compute_effective_nutrients()

nutrients Character::compute_effective_nutrients ( const item comest) const

Definition at line 333 of file consumption.cpp.

334{
335 if( !comest.is_comestible() ) {
336 return {};
337 }
338
339 // if item has components, will derive calories from that instead.
340 if( !comest.components.empty() && !comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
341 nutrients tally{};
342 for( const item &component : comest.components ) {
343 nutrients component_value =
345 if( component.has_flag( flag_BYPRODUCT ) ) {
346 tally -= component_value;
347 } else {
348 tally += component_value;
349 }
350 }
351 return tally / comest.recipe_charges;
352 } else {
353 return compute_default_effective_nutrients( comest, *this );
354 }
355}
std::list< item > components
Definition: item.h:2159
int recipe_charges
Definition: item.h:2199
static nutrients compute_default_effective_nutrients(const item &comest, const Character &you, const cata::flat_set< std::string > &extra_flags={})
static const std::string flag_NUTRIENT_OVERRIDE("NUTRIENT_OVERRIDE")
static const std::string flag_BYPRODUCT("BYPRODUCT")

References item::components, compute_default_effective_nutrients(), compute_effective_nutrients(), flag_BYPRODUCT(), flag_NUTRIENT_OVERRIDE(), item::has_flag(), item::is_comestible(), and item::recipe_charges.

Referenced by can_eat(), comestible_inventory_preset::comestible_inventory_preset(), compute_effective_nutrients(), consume_effects(), eat(), item::food_info(), nutrition_for(), and will_eat().

◆ compute_nutrient_range() [1/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const item comest,
const recipe_id recipe_i,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Get calorie & vitamin contents for a comestible, taking into account character traits.

Get range of possible nutrient content, for a particular recipe, depending on choice of ingredients

Definition at line 359 of file consumption.cpp.

362{
363 if( !comest.is_comestible() ) {
364 return {};
365 }
366
367 // if item has components, will derive calories from that instead.
368 if( comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
370 return { result, result };
371 }
372
373 nutrients tally_min;
374 nutrients tally_max;
375
376 const recipe &rec = *recipe_i;
377
378 cata::flat_set<std::string> our_extra_flags = extra_flags;
379
380 if( rec.hot_result() ) {
381 our_extra_flags.insert( flag_COOKED );
382 }
383
384 const requirement_data requirements = rec.simple_requirements();
385 const requirement_data::alter_item_comp_vector &component_requirements =
386 requirements.get_components();
387
388 for( const std::vector<item_comp> &component_options : component_requirements ) {
389 nutrients this_min;
390 nutrients this_max;
391 bool first = true;
392 for( const item_comp &component_option : component_options ) {
393 std::pair<nutrients, nutrients> component_option_range =
394 compute_nutrient_range( component_option.type, our_extra_flags );
395 component_option_range.first *= component_option.count;
396 component_option_range.second *= component_option.count;
397
398 if( first ) {
399 std::tie( this_min, this_max ) = component_option_range;
400 first = false;
401 } else {
402 this_min.min_in_place( component_option_range.first );
403 this_max.max_in_place( component_option_range.second );
404 }
405 }
406 tally_min += this_min;
407 tally_max += this_max;
408 }
409
410 for( const std::pair<const itype_id, int> &byproduct : rec.byproducts ) {
411 item byproduct_it( byproduct.first, calendar::turn, byproduct.second );
412 nutrients byproduct_nutr = compute_default_effective_nutrients( byproduct_it, *this );
413 tally_min -= byproduct_nutr;
414 tally_max -= byproduct_nutr;
415 }
416
417 int charges = comest.count();
418 return { tally_min / charges, tally_max / charges };
419}
std::pair< nutrients, nutrients > compute_nutrient_range(const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
Get calorie & vitamin contents for a comestible, taking into account character traits.
iterator insert(iterator, const value_type &value)
Definition: flat_set.h:151
int count() const
If count_by_charges(), returns charges, otherwise 1.
Definition: item.cpp:6010
Definition: recipe.h:35
const requirement_data & simple_requirements() const
Fetch combined requirement data (inline and via "using" syntax).
Definition: recipe.h:69
bool hot_result() const
Definition: recipe.cpp:807
std::map< itype_id, int > byproducts
Definition: recipe.h:107
static const std::string flag_COOKED("COOKED")
void min_in_place(const nutrients &r)
Replace the values here with the minimum (or maximum) of themselves and the corresponding values take...
Definition: stomach.cpp:12
void max_in_place(const nutrients &r)
Definition: stomach.cpp:29
The *_vector members represent list of alternatives requirements: alter_tool_comp_vector = { * { { a,...
Definition: requirements.h:215
const alter_item_comp_vector & get_components() const
std::vector< std::vector< item_comp > > alter_item_comp_vector
Definition: requirements.h:223

References recipe::byproducts, compute_default_effective_nutrients(), compute_nutrient_range(), item::count(), flag_COOKED(), flag_NUTRIENT_OVERRIDE(), requirement_data::get_components(), item::has_flag(), recipe::hot_result(), cata::flat_set< T, Compare, Data >::insert(), item::is_comestible(), nutrients::max_in_place(), nutrients::min_in_place(), recipe::simple_requirements(), and calendar::turn.

Referenced by compute_nutrient_range(), and item::food_info().

◆ compute_nutrient_range() [2/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const itype_id comest_id,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Same, but across arbitrary recipes.

Definition at line 423 of file consumption.cpp.

425{
426 const itype *comest = &*comest_id;
427 if( !comest->comestible ) {
428 return {};
429 }
430
431 item comest_it( comest, calendar::turn, 1 );
432 // The default nutrients are always a possibility
433 nutrients min_nutr = compute_default_effective_nutrients( comest_it, *this, extra_flags );
434
435 if( comest->has_flag( flag_NUTRIENT_OVERRIDE ) ||
436 recipe_dict.is_item_on_loop( comest->get_id() ) ) {
437 return { min_nutr, min_nutr };
438 }
439
440 nutrients max_nutr = min_nutr;
441
442 for( const recipe_id &rec : comest->recipes ) {
443 nutrients this_min;
444 nutrients this_max;
445
446 item result_it = rec->create_result();
447 if( result_it.contents.num_item_stacks() == 1 ) {
448 const item alt_result = result_it.contents.front();
449 if( alt_result.typeId() == comest_it.typeId() ) {
450 result_it = alt_result;
451 }
452 }
453 if( result_it.typeId() != comest_it.typeId() ) {
454 debugmsg( "When creating recipe result expected %s, got %s\n",
455 comest_it.typeId().str(), result_it.typeId().str() );
456 }
457 std::tie( this_min, this_max ) = compute_nutrient_range( result_it, rec, extra_flags );
458 min_nutr.min_in_place( this_min );
459 max_nutr.max_in_place( this_max );
460 }
461
462 return { min_nutr, max_nutr };
463}
size_t num_item_stacks() const
returns the number of items stacks in contents each item that is not count_by_charges,...
bool is_item_on_loop(const itype_id &) const
item create_result() const
Definition: recipe.cpp:456
recipe_dictionary recipe_dict
cata::value_ptr< islot_comestible > comestible
Definition: itype.h:850
std::vector< recipe_id > recipes
What recipes can make this item.
Definition: itype.h:1014
bool has_flag(const std::string &flag) const
Definition: itype.cpp:146
const itype_id & get_id() const
Definition: itype.cpp:88

References itype::comestible, compute_default_effective_nutrients(), compute_nutrient_range(), item::contents, recipe::create_result(), debugmsg, flag_NUTRIENT_OVERRIDE(), item_contents::front(), itype::get_id(), itype::has_flag(), recipe_dictionary::is_item_on_loop(), nutrients::max_in_place(), nutrients::min_in_place(), item_contents::num_item_stacks(), recipe_dict, itype::recipes, string_id< T >::str(), calendar::turn, and item::typeId().

◆ conduct_blood_analysis()

void Character::conduct_blood_analysis ( ) const

Definition at line 1947 of file character.cpp.

1948{
1949 std::vector<std::string> effect_descriptions;
1950 std::vector<nc_color> colors;
1951
1952 for( auto &elem : *effects ) {
1953 if( elem.first->get_blood_analysis_description().empty() ) {
1954 continue;
1955 }
1956 effect_descriptions.emplace_back( elem.first->get_blood_analysis_description() );
1957 colors.emplace_back( elem.first->get_rating() == e_good ? c_green : c_red );
1958 }
1959
1960 const int win_w = 46;
1961 size_t win_h = 0;
1963 ui_adaptor ui;
1964 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
1965 win_h = std::min( static_cast<size_t>( TERMY ),
1966 std::max<size_t>( 1, effect_descriptions.size() ) + 2 );
1967 w = catacurses::newwin( win_h, win_w,
1968 point( ( TERMX - win_w ) / 2, ( TERMY - win_h ) / 2 ) );
1969 ui.position_from_window( w );
1970 } );
1971 ui.mark_resize();
1972 ui.on_redraw( [&]( const ui_adaptor & ) {
1973 draw_border( w, c_red, string_format( " %s ", _( "Blood Test Results" ) ) );
1974 if( effect_descriptions.empty() ) {
1975 trim_and_print( w, point( 2, 1 ), win_w - 3, c_white, _( "No effects." ) );
1976 } else {
1977 for( size_t line = 1; line < ( win_h - 1 ) && line <= effect_descriptions.size(); ++line ) {
1978 trim_and_print( w, point( 2, line ), win_w - 3, colors[line - 1], effect_descriptions[line - 1] );
1979 }
1980 }
1981 wnoutrefresh( w );
1982 } );
1983 input_context ctxt( "BLOOD_TEST_RESULTS" );
1984 ctxt.register_action( "CONFIRM" );
1985 ctxt.register_action( "QUIT" );
1986 ctxt.register_action( "HELP_KEYBINDINGS" );
1987 bool stop = false;
1988 // Display new messages
1989 g->invalidate_main_ui_adaptor();
1990 while( !stop ) {
1992 const std::string action = ctxt.handle_input();
1993 if( action == "CONFIRM" || action == "QUIT" ) {
1994 stop = true;
1995 }
1996 }
1997}
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
Represents a context in which a set of actions can be performed.
Definition: input.h:382
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
@ action
Definition: dialogue.h:36
@ e_good
Definition: effect.h:29
void line(map *m, const ter_id &type, point p1, point p2)
Definition: mapgen.cpp:6485
std::string colors()
Definition: path_info.cpp:146
window newwin(int nlines, int ncols, point begin)
Definition: ncurses_def.cpp:34
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
Definition: overmap_ui.h:17
int TERMX
Definition: output.cpp:47
int TERMY
Definition: output.cpp:48
void trim_and_print(const catacurses::window &w, point begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575

References _, action, c_green, c_red, c_white, PATH_INFO::colors(), draw_border(), e_good, Creature::effects, g, input_context::handle_input(), line(), catacurses::newwin(), ui_manager::redraw(), input_context::register_action(), string_format(), TERMX, TERMY, trim_and_print(), and catacurses::wnoutrefresh().

Referenced by activate_bionic(), and iexamine::autodoc().

◆ consume()

void Character::consume ( item_location  loc)

Consume item (food, fuel, medicine, ...) at given location loc .

Definition at line 1527 of file consumption.cpp.

1528{
1529 item &target = *loc;
1530 const bool wielding = is_wielding( target );
1531 const bool worn = is_worn( target );
1532 const bool inv_item = !( wielding || worn );
1533
1534 if( consume_item( target ) ) {
1535
1536 const bool was_in_container = !can_consume_as_is( target );
1537
1538 if( was_in_container ) {
1539 i_rem( &target.contents.front() );
1540 } else {
1541 i_rem( &target );
1542 }
1543
1544 // Restack and sort so that we don't lie about target's invlet
1545 if( inv_item ) {
1546 inv.restack( *this->as_player() );
1547 }
1548
1549 if( was_in_container && wielding ) {
1550 add_msg_if_player( _( "You are now wielding an empty %s." ), weapon.tname() );
1551 } else if( was_in_container && worn ) {
1552 add_msg_if_player( _( "You are now wearing an empty %s." ), target.tname() );
1553 } else if( was_in_container && !is_npc() ) {
1554 bool drop_it = false;
1555 if( get_option<std::string>( "DROP_EMPTY" ) == "no" ) {
1556 drop_it = false;
1557 } else if( get_option<std::string>( "DROP_EMPTY" ) == "watertight" ) {
1558 drop_it = !target.is_watertight_container();
1559 } else if( get_option<std::string>( "DROP_EMPTY" ) == "all" ) {
1560 drop_it = true;
1561 }
1562 if( drop_it ) {
1563 add_msg( _( "You drop the empty %s." ), target.tname() );
1565 } else {
1566 int quantity = inv.const_stack( inv.position_by_item( &target ) ).size();
1567 char letter = target.invlet ? target.invlet : ' ';
1568 add_msg( m_info, _( "%c - %d empty %s" ), letter, quantity, target.tname( quantity ) );
1569 }
1570 }
1571 } else if( inv_item ) {
1572 if( pickup::handle_spillable_contents( *this, target, g->m ) ) {
1573 i_rem( &target );
1574 }
1575 inv.restack( *this->as_player() );
1576 inv.unsort();
1577 }
1578}
bool consume_item(item &target)
Consume given item (food, fuel, medicine, ...).
bool is_wielding(const item &target) const
Definition: character.cpp:3211
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
item remove_item(const item *it)
Remove a specific item from the inventory.
Definition: inventory.cpp:718
const std::list< item > & const_stack(int i) const
Definition: inventory.cpp:152
int position_by_item(const item *it) const
Returns the item position of the stack that contains the given item (compared by pointers).
Definition: inventory.cpp:829
bool is_watertight_container() const
Whether this is a container which can be used to store liquids.
Definition: item.cpp:6724
bool handle_spillable_contents(Character &c, item &it, map &m)
If character is handling a potentially spillable bucket, gracefully handle what to do with the conten...
Definition: pickup.cpp:1246

References _, add_msg(), Creature::add_msg_if_player(), Creature::as_player(), can_consume_as_is(), inventory::const_stack(), consume_item(), item::contents, deliberate, item_contents::front(), g, pickup::handle_spillable_contents(), i_rem(), inv, item::invlet, Creature::is_npc(), item::is_watertight_container(), is_wielding(), is_worn(), m_info, inventory::position_by_item(), put_into_vehicle_or_drop(), inventory::remove_item(), inventory::restack(), item::tname(), inventory::unsort(), weapon, and worn.

Referenced by npc::consume_cbm_items(), npc::consume_food(), avatar_action::eat(), avatar_funcs::use_item(), and npc::use_painkiller().

◆ consume_charges()

bool Character::consume_charges ( item used,
int  qty 
)

Consume charges of a tool or comestible item, potentially destroying it in the process.

Parameters
useditem consuming the charges
qtynumber of charges to consume which must be non-zero
Returns
true if item was destroyed

Definition at line 7393 of file character.cpp.

7394{
7395 if( qty < 0 ) {
7396 debugmsg( "Tried to consume negative charges" );
7397 return false;
7398 }
7399
7400 if( qty == 0 ) {
7401 return false;
7402 }
7403
7404 if( !used.is_tool() && !used.is_food() && !used.is_medication() ) {
7405 debugmsg( "Tried to consume charges for non-tool, non-food, non-med item" );
7406 return false;
7407 }
7408
7409 // Consume comestibles destroying them if no charges remain
7410 if( used.is_food() || used.is_medication() ) {
7411 used.charges -= qty;
7412 if( used.charges <= 0 ) {
7413 i_rem( &used );
7414 return true;
7415 }
7416 return false;
7417 }
7418
7419 // Tools which don't require ammo are instead destroyed
7420 if( used.is_tool() && !used.ammo_required() ) {
7421 i_rem( &used );
7422 return true;
7423 }
7424
7425 if( used.is_power_armor() ) {
7426 if( used.charges >= qty ) {
7427 used.ammo_consume( qty, pos() );
7428 } else if( character_funcs::can_interface_armor( *this ) && has_charges( itype_bio_armor, qty ) ) {
7430 } else {
7431 use_charges( itype_UPS, qty );
7432 }
7433 }
7434
7435 // USE_UPS never occurs on base items but is instead added by the UPS tool mod
7436 if( used.has_flag( flag_USE_UPS ) ) {
7437 // With the new UPS system, we'll want to use any charges built up in the tool before pulling from the UPS
7438 // The usage of the item was already approved, so drain item if possible, otherwise use UPS
7439 if( used.charges >= qty ) {
7440 used.ammo_consume( qty, pos() );
7441 } else {
7442 use_charges( itype_UPS, qty );
7443 }
7444 } else {
7445 used.ammo_consume( std::min( qty, used.ammo_remaining() ), pos() );
7446 }
7447 return false;
7448}
static const itype_id itype_UPS("UPS")
static const std::string flag_USE_UPS("USE_UPS")
static const itype_id itype_bio_armor("bio_armor")
std::list< item > use_charges(const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9635
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7382
bool is_tool() const
Definition: item.cpp:6953
int ammo_required() const
Quantity of ammunition consumed per usage of tool or with each shot of gun.
Definition: item.cpp:7452
bool is_food() const
Definition: item.cpp:6592
int ammo_consume(int qty, const tripoint &pos)
Consume ammo (if available) and return the amount of ammo that was consumed.
Definition: item.cpp:7480
bool can_interface_armor(const Character &who)
Check whether character has an active bionic capable of interfacing with power armor.

References item::ammo_consume(), item::ammo_remaining(), item::ammo_required(), character_funcs::can_interface_armor(), item::charges, debugmsg, flag_USE_UPS(), has_charges(), item::has_flag(), i_rem(), item::is_food(), item::is_medication(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, pos(), and use_charges().

Referenced by chop_plank_activity(), chop_tree_activity(), feedpet(), activity_handlers::firstaid_finish(), npc::heal_player(), npc::heal_self(), invoke_item(), activity_handlers::jackhammer_finish(), petfood(), activity_handlers::pickaxe_finish(), npc::pretend_heal(), activity_handlers::repair_item_finish(), activity_handlers::shear_finish(), activity_handlers::spellcasting_finish(), and activity_handlers::start_fire_finish().

◆ consume_effects()

bool Character::consume_effects ( item food)

Handles the effects of consuming an item.

Definition at line 1162 of file consumption.cpp.

1163{
1164 if( !food.is_comestible() ) {
1165 debugmsg( "called Character::consume_effects with non-comestible" );
1166 return false;
1167 }
1168
1169 if( has_trait( trait_THRESH_PLANT ) && food.type->can_use( "PLANTBLECH" ) ) {
1170 // Was used to cap nutrition and thirst, but no longer does this
1171 return false;
1172 }
1175 // No good can come of this.
1176 return false;
1177 }
1178
1179 const auto &comest = *food.get_comestible();
1180
1181 // Rotten food causes health loss
1182 const float relative_rot = food.get_relative_rot();
1183 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) &&
1185 const float rottedness = clamp( 2 * relative_rot - 2.0f, 0.1f, 1.0f );
1186 // ~-1 health per 1 nutrition at halfway-rotten-away, ~0 at "just got rotten"
1187 // But always round down
1188 int h_loss = -rottedness * comest.get_default_nutr();
1189 mod_healthy_mod( h_loss, -200 );
1190 add_msg( m_debug, "%d health from %0.2f%% rotten food", h_loss, rottedness );
1191 }
1192
1193 // Used in hibernation messages.
1194 const auto nutr = nutrition_for( food );
1195 const bool skip_health = has_trait( trait_PROJUNK2 ) && comest.healthy < 0;
1196 // We can handle junk just fine
1197 if( !skip_health ) {
1198 modify_health( comest );
1199 }
1200 modify_stimulation( comest );
1201 modify_fatigue( comest );
1202 modify_radiation( comest );
1203 modify_addiction( comest );
1204 modify_morale( food, nutr );
1205
1206 // Moved here and changed a bit - it was too complex
1207 // Incredibly minor stuff like this shouldn't require complexity
1208 if( !is_npc() && has_trait( trait_SLIMESPAWNER ) &&
1211 _( "You feel as though you're going to split open! In a good way?" ) );
1212 mod_pain( 5 );
1213 int numslime = 1;
1214 for( int i = 0; i < numslime; i++ ) {
1215 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
1216 slime->friendly = -1;
1217 }
1218 }
1219 mod_stored_kcal( -400 );
1220 mod_thirst( 40 );
1221 //~ slimespawns have *small voices* which may be the Nice equivalent
1222 //~ of the Rat King's ALL CAPS invective. Probably shared-brain telepathy.
1223 add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) );
1224 }
1225
1226 // Set up food for ingestion
1227 const item &contained_food = food.is_container() ? food.get_contained() : food;
1228 food_summary ingested{
1229 compute_effective_nutrients( contained_food )
1230 };
1231 // Maybe move tapeworm to digestion
1232 if( has_effect( effect_tapeworm ) ) {
1233 ingested.nutr /= 2;
1234 }
1235
1236 int excess_kcal = get_stored_kcal() + stomach.get_calories() + ingested.nutr.kcal -
1238
1239 // Moved hypermetabolism check here to prevent it being gimped by various bloating/vomit problems.
1240 if( excess_kcal > 0 && has_trait( trait_EATHEALTH ) ) {
1241 healall( roll_remainder( excess_kcal / 50.0f ) );
1242 mod_stored_kcal( -excess_kcal );
1243 excess_kcal = 0;
1244 }
1245
1246 int excess_quench = -( get_thirst() - comest.quench );
1247 stomach.ingest( ingested );
1248 mod_thirst( -contained_food.type->comestible->quench );
1249
1250
1251 if( ( excess_kcal > 0 || excess_quench > 0 ) && !food.has_flag( flag_NO_BLOAT ) &&
1253 add_effect( effect_bloated, 5_minutes );
1254 }
1255
1256 return true;
1257}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:149
void modify_addiction(const islot_comestible &comest)
Used to apply addiction modifications from food and medication.
void modify_stimulation(const islot_comestible &comest)
Used to apply stimulation modifications from food and medication.
void modify_morale(item &food, int nutr=0)
Used to apply morale modifications from food and medication.
void modify_radiation(const islot_comestible &comest)
Used to apply radiation from food and medication.
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4420
stomach_contents stomach
Definition: character.h:1583
void modify_health(const islot_comestible &comest)
Used to apply health modifications from food and medication.
int nutrition_for(const item &comest) const
Handles the nutrition value for a comestible.
void healall(int dam)
Heals all body parts for dam.
Definition: character.cpp:8627
void modify_fatigue(const islot_comestible &comest)
Used to apply fatigue modifications from food and medication.
bool is_container() const
Whether this is container.
Definition: item.cpp:6719
double get_relative_rot() const
Get rot value relative to shelf life (or 0 if item does not spoil)
Definition: item.cpp:5531
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:7046
void ingest(const food_summary &ingested)
Directly adds food to stomach contents.
Definition: stomach.cpp:126
int get_calories() const
Definition: stomach.cpp:179
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const bionic_id bio_digestion("bio_digestion")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PROJUNK2("PROJUNK2")
static const trait_id trait_SAPROVORE("SAPROVORE")
static const efftype_id effect_bloated("bloated")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_GOURMAND("GOURMAND")
static const trait_id trait_SAPROPHAGE("SAPROPHAGE")
static const std::string flag_NO_BLOAT("NO_BLOAT")
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:161

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_digestion, itype::can_use(), clamp(), itype::comestible, compute_effective_nutrients(), debugmsg, effect_bloated, effect_tapeworm, flag_NO_BLOAT(), g, stomach_contents::get_calories(), item::get_comestible(), item::get_contained(), item::get_relative_rot(), get_stored_kcal(), get_thirst(), item::has_any_flag(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), healall(), herbivore_blacklist(), stomach_contents::ingest(), item::is_comestible(), item::is_container(), Creature::is_npc(), m_debug, m_good, m_mixed, max_stored_kcal(), mod_healthy_mod(), mod_pain(), mod_stored_kcal(), mod_thirst(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), mon_player_blob, nutrition_for(), pos(), roll_remainder(), slaked, stomach, trait_EATHEALTH, trait_GOURMAND, trait_HERBIVORE, trait_PROJUNK2, trait_RUMINANT, trait_SAPROPHAGE, trait_SAPROVORE, trait_SLIMESPAWNER, trait_THRESH_PLANT, and item::type.

Referenced by consume_med(), eat(), iuse::ecig(), and try_consume().

◆ consume_item()

bool Character::consume_item ( item target)

Consume given item (food, fuel, medicine, ...).

Returns
true if item should be destroyed (last charge was consumed)

Definition at line 1489 of file consumption.cpp.

1490{
1491 if( target.is_null() ) {
1492 add_msg_if_player( m_info, _( "You do not have that item." ) );
1493 return false;
1494 }
1496 add_msg_if_player( m_info, _( "You can't do that while underwater." ) );
1497 return false;
1498 }
1499
1500 item &comest = get_consumable_from( target );
1501
1502 if( comest.is_null() || target.is_craft() ) {
1503 add_msg_if_player( m_info, _( "You can't eat your %s." ), target.tname() );
1504 if( is_npc() ) {
1505 debugmsg( "%s tried to eat a %s", name, target.tname() );
1506 }
1507 return false;
1508 }
1509 if( is_avatar() && !query_consume_ownership( target, *as_avatar() ) ) {
1510 return false;
1511 }
1512 if( consume_med( comest ) ||
1513 eat( comest ) ||
1514 feed_furnace_with( comest ) ||
1515 fuel_bionic_with( comest ) ) {
1516
1517 if( target.is_container() ) {
1518 target.on_contents_changed();
1519 }
1520
1521 return comest.charges <= 0;
1522 }
1523
1524 return false;
1525}
bool eat(item &food, bool force=false)
Used for eating entered comestible, returns true if comestible is successfully eaten.
bool feed_furnace_with(item &it)
Recharge CBMs whenever possible.
bool fuel_bionic_with(item &it)
item & get_consumable_from(item &it) const
Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consu...
bool consume_med(item &target)
Consume an item as medication.
virtual bool is_avatar() const
Definition: creature.h:95
void on_contents_changed()
Callback when contents of the item are affected in any way other than just processing.
Definition: item.cpp:4538
static bool query_consume_ownership(item &target, avatar &you)

References _, Creature::add_msg_if_player(), Creature::as_avatar(), item::charges, consume_med(), debugmsg, eat(), feed_furnace_with(), fuel_bionic_with(), get_consumable_from(), has_trait(), Creature::is_avatar(), item::is_container(), item::is_craft(), Creature::is_npc(), item::is_null(), Creature::is_underwater(), m_info, name, item::on_contents_changed(), query_consume_ownership(), item::tname(), and trait_WATERSLEEP.

Referenced by consume(), and avatar_action::eat().

◆ consume_med()

bool Character::consume_med ( item target)

Consume an item as medication.

Parameters
targetItem consumed. Must be a medication or a container of medication.
Returns
true if item should be destroyed (last charge was consumed)

Definition at line 1581 of file consumption.cpp.

1582{
1583 if( !target.is_medication() ) {
1584 return false;
1585 }
1586
1587 const itype_id tool_type = target.get_comestible()->tool;
1588 const itype *req_tool = &*tool_type;
1589 bool check_tool = true;
1590 if( tool_type == itype_syringe && has_bionic( bio_syringe ) ) {
1591 check_tool = false;
1592 }
1593 if( req_tool->tool ) {
1594 if( check_tool && !(
1595 has_amount( tool_type, 1 ) &&
1596 has_charges( tool_type, req_tool->tool->charges_per_use )
1597 ) ) {
1598 add_msg_if_player( m_info, _( "You need a %s to consume that!" ), req_tool->nname( 1 ) );
1599 return false;
1600 }
1601 use_charges( tool_type, req_tool->tool->charges_per_use );
1602 }
1603
1604 int amount_used = 1;
1605 if( target.type->has_use() ) {
1606 amount_used = target.type->invoke( *this->as_player(), target, pos() );
1607 if( amount_used <= 0 ) {
1608 return false;
1609 }
1610 }
1611
1612 // TODO: Get the target it was used on
1613 // Otherwise injecting someone will give us addictions etc.
1614 if( target.has_flag( "NO_INGEST" ) ) {
1615 const auto &comest = *target.get_comestible();
1616 // Assume that parenteral meds don't spoil, so don't apply rot
1617 modify_health( comest );
1618 modify_stimulation( comest );
1619 modify_fatigue( comest );
1620 modify_radiation( comest );
1621 modify_addiction( comest );
1622 modify_morale( target );
1623 } else {
1624 // Take by mouth
1625 consume_effects( target );
1626 }
1627
1628 mod_moves( -250 );
1629 target.charges -= amount_used;
1630 return target.charges <= 0;
1631}
bool consume_effects(item &food)
Handles the effects of consuming an item.
static const bionic_id bio_syringe("bio_syringe")
static const itype_id itype_syringe("syringe")
cata::value_ptr< islot_tool > tool
Definition: itype.h:849
bool has_use() const
Definition: itype.cpp:141
int invoke(player &p, item &it, const tripoint &pos) const
Definition: itype.cpp:180
std::string nname(unsigned int quantity) const
Definition: itype.cpp:78

References _, Creature::add_msg_if_player(), Creature::as_player(), bio_syringe, item::charges, consume_effects(), item::get_comestible(), visitable< Character >::has_amount(), has_bionic(), has_charges(), item::has_flag(), itype::has_use(), itype::invoke(), item::is_medication(), itype_syringe, m_info, Creature::mod_moves(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), itype::nname(), pos(), itype::tool, item::type, and use_charges().

Referenced by consume_item().

◆ consume_remote_fuel()

int Character::consume_remote_fuel ( int  amount)

Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful).

Definition at line 1488 of file bionics.cpp.

1489{
1490 int unconsumed_amount = amount;
1491 const std::vector<item *> cables = items_with( []( const item & it ) {
1492 return it.active && it.has_flag( flag_CABLE_SPOOL );
1493 } );
1494
1495 map &here = get_map();
1496 for( const item *cable : cables ) {
1497 const std::optional<tripoint> target = cable->get_cable_target( this, pos() );
1498 if( target ) {
1499 const optional_vpart_position vp = here.veh_at( *target );
1500 if( !vp ) {
1501 continue;
1502 }
1503 unconsumed_amount = vp->vehicle().discharge_battery( amount );
1504 }
1505 }
1506
1507 if( unconsumed_amount > 0 ) {
1508 static const item_filter used_ups = [&]( const item & itm ) {
1509 return itm.get_var( "cable" ) == "plugged_in";
1510 };
1511 if( has_charges( itype_UPS_off, unconsumed_amount, used_ups ) ) {
1512 use_charges( itype_UPS_off, unconsumed_amount, used_ups );
1513 unconsumed_amount -= 1;
1514 } else if( has_charges( itype_adv_UPS_off, unconsumed_amount, used_ups ) ) {
1515 use_charges( itype_adv_UPS_off, roll_remainder( unconsumed_amount * 0.6 ), used_ups );
1516 unconsumed_amount -= 1;
1517 }
1518 }
1519
1520 return unconsumed_amount;
1521}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS_off("UPS_off")
std::function< bool(const item &)> item_filter
Definition: game.h:119

References item::active, flag_CABLE_SPOOL(), get_map(), has_charges(), item::has_flag(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, pos(), roll_remainder(), and use_charges().

Referenced by burn_fuel().

◆ cough()

void Character::cough ( bool  harmful = false,
int  loudness = 4 
)

Definition at line 7525 of file character.cpp.

7526{
7528 return;
7529 }
7530
7531 if( harmful ) {
7532 const int stam = get_stamina();
7533 const int malus = get_stamina_max() * 0.05; // 5% max stamina
7534 mod_stamina( -malus );
7535 if( stam < malus && x_in_y( malus - stam, malus ) && one_in( 6 ) ) {
7536 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
7537 }
7538 }
7539
7540 if( !is_npc() ) {
7541 add_msg( m_bad, _( "You cough heavily." ) );
7542 }
7543 sounds::sound( pos(), loudness, sounds::sound_t::speech, _( "a hacking cough." ), false, "misc",
7544 "cough" );
7545
7546 moves -= 80;
7547
7548 add_effect( effect_recently_coughed, 5_minutes );
7549}
static const efftype_id effect_cough_suppress("cough_suppress")
static const efftype_id effect_recently_coughed("recently_coughed")

References _, Creature::add_effect(), add_msg(), apply_damage(), effect_cough_suppress, effect_recently_coughed, get_stamina(), get_stamina_max(), Creature::has_effect(), Creature::is_npc(), m_bad, mod_stamina(), Creature::moves, one_in(), pos(), sounds::sound(), sounds::speech, and x_in_y().

Referenced by eff_fun_fungus(), and process_one_effect().

◆ covered_with_flag()

bool Character::covered_with_flag ( const std::string &  flag,
const body_part_set parts 
) const

Definition at line 8946 of file character.cpp.

8947{
8948 if( parts.none() ) {
8949 return true;
8950 }
8951
8952 body_part_set to_cover( parts );
8953
8954 for( const auto &elem : worn ) {
8955 if( !elem.has_flag( flag ) ) {
8956 continue;
8957 }
8958
8959 to_cover &= ~elem.get_covered_body_parts();
8960
8961 if( to_cover.none() ) {
8962 return true; // Allows early exit.
8963 }
8964 }
8965
8966 return to_cover.none();
8967}
bool none() const
Definition: bodypart.h:251

References body_part_set::none(), and worn.

Referenced by is_waterproof().

◆ crafting_inventory() [1/2]

const inventory & Character::crafting_inventory ( bool  clear_path)

Definition at line 556 of file crafting.cpp.

557{
558 return crafting_inventory( tripoint_zero, PICKUP_RANGE, clear_path );
559}
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:556

References crafting_inventory(), PICKUP_RANGE, and tripoint_zero.

Referenced by iexamine::autodoc(), autodoc_internal(), game::butcher(), activity_handlers::butcher_finish(), butcher_submenu(), can_butcher_at(), player::can_continue_craft(), can_do_activity_there(), player::can_make(), player::can_start_craft(), complete_craft(), veh_interact::complete_vehicle(), consider_butchery(), construction_color(), activity_handlers::cracking_do_turn(), iuse::craft(), crafting_inventory(), iexamine::cvdmachine(), iuse::dig(), game_menus::inv::disassemble(), item::final_info(), wash_activity_actor::finish(), bionic_install_preset::get_failure_chance(), repair_item_actor::handle_components(), has_enough_anesth(), list_available_constructions(), avatar_funcs::mend_item(), activity_handlers::mend_item_finish(), mill_load_food(), iuse::modify_grid_connections(), modify_morale(), veh_utils::most_repairable_part(), iexamine::nanofab(), iexamine::pit(), prompt_disassemble_in_seq(), examine_item_menu::rate_action_disassemble(), veh_utils::repair_part(), iexamine::safe(), deduped_requirement_data::select_alternative(), select_crafting_recipe(), iexamine::sign(), smoker_load_food(), iexamine::tree_maple(), disassemble_activity_actor::try_start_single(), sew_advanced_actor::use(), and wash_items().

◆ crafting_inventory() [2/2]

const inventory & Character::crafting_inventory ( const tripoint src_pos = tripoint_zero,
int  radius = PICKUP_RANGE,
bool  clear_path = true 
)

Definition at line 561 of file crafting.cpp.

563{
564 tripoint inv_pos = src_pos;
565 if( src_pos == tripoint_zero ) {
566 inv_pos = pos();
567 }
568 if( cached_moves == moves
570 && cached_position == inv_pos ) {
572 }
573 cached_crafting_inventory.form_from_map( inv_pos, radius, this, false, clear_path );
577 for( const bionic &bio : *my_bionics ) {
578 const bionic_data &bio_data = bio.info();
579 if( ( !bio_data.activated || bio.powered ) &&
580 !bio_data.fake_item.is_empty() ) {
581 cached_crafting_inventory += item( bio.info().fake_item,
583 }
584 }
585 if( has_trait( trait_BURROW ) ) {
588 }
589
592 cached_position = inv_pos;
593 // cache the qualities of the items in cached_crafting_inventory
596}
tripoint cached_position
Definition: character.h:2270
int cached_moves
Definition: character.h:2269
inventory cached_crafting_inventory
Definition: character.h:2271
void form_from_map(const tripoint &origin, int range, const Character *pl=nullptr, bool assign_invlet=true, bool clear_path=true)
Definition: inventory.cpp:473
void update_quality_cache()
Definition: inventory.cpp:1117
static const trait_id trait_BURROW("BURROW")
bool activated
Is true if a bionic is an active instead of a passive bionic.
Definition: bionics.h:53

References bionic_data::activated, cached_crafting_inventory, cached_moves, cached_position, cached_time, bionic_data::fake_item, inventory::form_from_map(), get_power_level(), has_trait(), inv, string_id< T >::is_empty(), Creature::moves, my_bionics, pos(), units::to_kilojoule(), trait_BURROW, tripoint_zero, calendar::turn, inventory::update_quality_cache(), weapon, and worn.

◆ crit_chance()

double Character::crit_chance ( float  roll_hit,
float  target_dodge,
const item weap 
) const

Returns the chance to critical given a hit roll and target's dodge roll.

Unarmed increases critical chance with UNARMED_WEAPON Dexterity increases chance for critical hits Perception increases chance for critical hits Bashing increases critical chance with bashing weapons Cutting increases critical chance with cutting weapons Stabbing increases critical chance with piercing weapons Unarmed increases critical chance with unarmed weapons Melee slightly increases critical chance with any item

Definition at line 768 of file melee.cpp.

769{
770 // Weapon to-hit roll
771 double weapon_crit_chance = 0.5;
772 if( weap.is_unarmed_weapon() ) {
773 // Unarmed attack: 1/2 of unarmed skill is to-hit
774 /** @EFFECT_UNARMED increases critical chance with UNARMED_WEAPON */
775 weapon_crit_chance = 0.5 + 0.05 * get_skill_level( skill_unarmed );
776 }
777
778 if( weap.type->m_to_hit > 0 ) {
779 weapon_crit_chance = std::max( weapon_crit_chance, 0.5 + 0.1 * weap.type->m_to_hit );
780 } else if( weap.type->m_to_hit < 0 ) {
781 weapon_crit_chance += 0.1 * weap.type->m_to_hit;
782 }
783 weapon_crit_chance = limit_probability( weapon_crit_chance );
784
785 // Dexterity and perception
786 /** @EFFECT_DEX increases chance for critical hits */
787
788 /** @EFFECT_PER increases chance for critical hits */
789 const double stat_crit_chance = limit_probability( 0.25 + 0.01 * dex_cur + ( 0.02 * per_cur ) );
790
791 /** @EFFECT_BASHING increases critical chance with bashing weapons */
792 /** @EFFECT_CUTTING increases critical chance with cutting weapons */
793 /** @EFFECT_STABBING increases critical chance with piercing weapons */
794 /** @EFFECT_UNARMED increases critical chance with unarmed weapons */
795 int sk = get_skill_level( weap.melee_skill() );
796 if( has_active_bionic( bio_cqb ) ) {
797 sk = std::max( sk, BIO_CQB_LEVEL );
798 }
799
800 /** @EFFECT_MELEE slightly increases critical chance with any item */
801 sk += get_skill_level( skill_melee ) / 2.5;
802
803 const double skill_crit_chance = limit_probability( 0.25 + sk * 0.025 );
804
805 // Examples (survivor stats/chances of each critical):
806 // Fresh (skill-less) 8/8/8/8, unarmed:
807 // 50%, 49%, 25%; ~1/16 guaranteed critical + ~1/8 if roll>dodge*1.5
808 // Expert (skills 10) 10/10/10/10, unarmed:
809 // 100%, 55%, 60%; ~1/3 guaranteed critical + ~4/10 if roll>dodge*1.5
810 // Godlike with combat CBM 20/20/20/20, pipe (+1 accuracy):
811 // 60%, 100%, 42%; ~1/4 guaranteed critical + ~3/8 if roll>dodge*1.5
812
813 // Note: the formulas below are only valid if none of the 3 critical chance values go above 1.0
814 // It is therefore important to limit them to between 0.0 and 1.0
815
816 // Chance to get all 3 criticals (a guaranteed critical regardless of hit/dodge)
817 const double chance_triple = weapon_crit_chance * stat_crit_chance * skill_crit_chance;
818 // Only check double critical (one that requires hit/dodge comparison) if we have good
819 // hit vs dodge
820 if( roll_hit > target_dodge * 3 / 2 ) {
821 const double chance_double = 0.5 * (
822 weapon_crit_chance * stat_crit_chance +
823 stat_crit_chance * skill_crit_chance +
824 weapon_crit_chance * skill_crit_chance -
825 ( 3 * chance_triple ) );
826 // Because chance_double already removed the triples with -( 3 * chance_triple ),
827 // chance_triple and chance_double are mutually exclusive probabilities and can just
828 // be added together.
830 melee::melee_stats.double_crit_chance += chance_double + chance_triple;
831 return chance_triple + chance_double;
832 }
834 melee::melee_stats.crit_chance += chance_triple;
835 return chance_triple;
836}
bool is_unarmed_weapon() const
Definition: item.cpp:738
skill_id melee_skill() const
The most relevant skill used with this melee weapon.
Definition: item.cpp:7203
double limit_probability(double unbounded_probability)
Limits a probability to be between 0.0 and 1.0.
Definition: melee.cpp:763
melee_statistic_data melee_stats
Definition: melee.cpp:2509
int m_to_hit
Definition: itype.h:998
double crit_chance
Definition: melee.h:15
int double_crit_count
Definition: melee.h:11
double double_crit_chance
Definition: melee.h:14

References bio_cqb, BIO_CQB_LEVEL, melee_statistic_data::crit_chance, melee_statistic_data::crit_count, dex_cur, melee_statistic_data::double_crit_chance, melee_statistic_data::double_crit_count, get_skill_level(), has_active_bionic(), item::is_unarmed_weapon(), limit_probability(), itype::m_to_hit, item::melee_skill(), melee::melee_stats, per_cur, skill_melee, skill_unarmed, and item::type.

Referenced by item::combat_info(), item::effective_dps(), and scored_crit().

◆ crossed_threshold()

bool Character::crossed_threshold ( ) const

Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold.

Definition at line 8690 of file character.cpp.

8691{
8692 for( const trait_id &mut : get_mutations() ) {
8693 if( mut->threshold ) {
8694 return true;
8695 }
8696 }
8697 return false;
8698}

References get_mutations(), and mutation_branch::threshold.

Referenced by character_display::disp_info(), draw_tip(), hardcoded_effects(), marloss_common(), modify_morale(), conditional_t< T >::set_has_trait_flag(), and test_crossing_threshold().

◆ deactivate_bionic()

bool Character::deactivate_bionic ( bionic bio,
bool  eff_only = false 
)

Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.

Definition at line 1143 of file bionics.cpp.

1144{
1145 if( bio.incapacitated_time > 0_turns ) {
1146 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be deactivated." ),
1147 bio.info().name );
1148 return false;
1149 }
1150
1151 if( bio.info().is_remote_fueled ) {
1153 }
1154
1155 // Just do the effect, no stat changing or messages
1156 if( !eff_only ) {
1157 if( !bio.powered ) {
1158 // It's already off!
1159 return false;
1160 }
1161 if( !bio.info().has_flag( flag_BIONIC_TOGGLED ) ) {
1162 // It's a fire-and-forget bionic, we can't turn it off but have to wait for
1163 //it to run out of charge
1164 add_msg_if_player( m_info, _( "You can't deactivate your %s manually!" ),
1165 bio.info().name );
1166 return false;
1167 }
1168 if( get_power_level() < bio.info().power_deactivate ) {
1169 add_msg_if_player( m_info, _( "You don't have the power to deactivate your %s." ),
1170 bio.info().name );
1171 return false;
1172 }
1173
1174 //We can actually deactivate now, do deactivation-y things
1176 bio.powered = false;
1177 add_msg_if_player( m_neutral, _( "You deactivate your %s." ), bio.info().name );
1178 }
1179
1180 // Deactivation effects go here
1181 if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
1182 if( primary_weapon().typeId() == bio.info().fake_item ) {
1183 add_msg_if_player( _( "You withdraw your %s." ), primary_weapon().tname() );
1184 if( g->u.sees( pos() ) ) {
1185 add_msg_if_npc( m_info, _( "<npcname> withdraws %s %s." ), disp_name( true ),
1186 primary_weapon().tname() );
1187 }
1188 bio.ammo_loaded =
1189 primary_weapon().ammo_data() != nullptr ? primary_weapon().ammo_data()->get_id() :
1191 bio.ammo_count = static_cast<unsigned int>( primary_weapon().ammo_remaining() );
1192 primary_weapon() = item();
1194 }
1195 } else if( bio.id == bio_cqb ) {
1196 martial_arts_data->selected_style_check();
1197 } else if( bio.id == bio_remote ) {
1198 if( g->remoteveh() != nullptr && !has_active_item( itype_remotevehcontrol ) ) {
1199 g->setremoteveh( nullptr );
1200 } else if( !get_value( "remote_controlling" ).empty() &&
1202 set_value( "remote_controlling", "" );
1203 }
1204 } else if( bio.id == bio_tools ) {
1206 } else if( bio.id == bio_ads ) {
1208 bio.energy_stored = 0_kJ;
1209 }
1210
1211 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1213 reset();
1214 if( !bio.id->enchantments.empty() ) {
1216 }
1217
1218 // Also reset crafting inventory cache if this bionic spawned a fake item
1219 if( !bio.info().fake_item.is_empty() ) {
1221 }
1222
1223 // Compatibility with old saves without the toolset hammerspace
1224 if( !eff_only && bio.id == bio_tools && !has_bionic( bionic_TOOLS_EXTEND ) ) {
1225 // E X T E N D T O O L S
1227 }
1228
1229 return true;
1230}
static const bionic_id bio_ads("bio_ads")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const bionic_id bionic_TOOLS_EXTEND("bio_tools_extend")
static const itype_id itype_radiocontrol("radiocontrol")
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2493
void reset_remote_fuel()
Definition: bionics.cpp:1523
virtual void add_msg_if_npc(const std::string &) const
Definition: creature.h:643
const itype * ammo_data() const
Specific ammo data, returns nullptr if item is neither ammo nor loaded with any.
Definition: item.cpp:7533
static const string_id< itype > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
units::energy power_deactivate
Power cost on deactivation.
Definition: bionics.h:39

References _, add_bionic(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), bionic::ammo_count, item::ammo_data(), bionic::ammo_loaded, item::ammo_remaining(), bio_ads, bio_cqb, bio_remote, bio_tools, bionic_TOOLS_EXTEND, disp_name(), bionic_data::enchantments, bionic::energy_stored, bionic_data::fake_item, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, g, itype::get_id(), get_power_level(), Creature::get_value(), has_active_item(), has_bionic(), bionic_data::has_flag(), bionic::id, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, itype_radiocontrol, itype_remotevehcontrol, m_info, m_neutral, martial_arts_data, mod_power_level(), bionic_data::name, string_id< itype >::NULL_ID(), pos(), bionic_data::power_deactivate, bionic::powered, primary_weapon(), recalculate_enchantment_cache(), reset(), reset_encumbrance(), reset_remote_fuel(), and Creature::set_value().

Referenced by absorb_hit(), burn_fuel(), npc::deactivate_bionic_by_id(), deactivate_weapon_cbm(), process_bionic(), show_bionics_ui(), and uninstall_bionic().

◆ deactivate_mutation()

void Character::deactivate_mutation ( const trait_id mut)

Definition at line 595 of file mutation.cpp.

596{
597 my_mutations[mut].powered = false;
598
599 // Handle stat changes from deactivation
600 apply_mods( mut, false );
602 const mutation_branch &mdata = mut.obj();
603 if( mdata.transform ) {
604 const cata::value_ptr<mut_transform> trans = mdata.transform;
605 mod_moves( -trans->moves );
606 switch_mutations( mut, trans->target, trans->active );
607 }
608
609 if( !mut->enchantments.empty() ) {
611 }
612}
void apply_mods(const trait_id &mut, bool add_remove)
Applies stat mods to character.
Definition: mutation.cpp:204
std::vector< enchantment_id > enchantments
mutation enchantments
Definition: mutation.h:236

References apply_mods(), mutation_branch::enchantments, Creature::mod_moves(), my_mutations, string_id< T >::obj(), recalc_sight_limits(), recalculate_enchantment_cache(), switch_mutations(), and mutation_branch::transform.

Referenced by show_mutations_ui(), and detail::show_mutations_ui_internal().

◆ deal_damage()

dealt_damage_instance Character::deal_damage ( Creature source,
bodypart_id  bp,
const damage_instance d 
)
overridevirtual

Calls Creature::deal_damage and handles damaged effects (waking up, etc.)

Dexterity increases chance to avoid being grabbed

Reimplemented from Creature.

Definition at line 8437 of file character.cpp.

8439{
8440 if( has_trait( trait_DEBUG_NODMG ) ) {
8441 return dealt_damage_instance();
8442 }
8443
8444 const body_part bp_token = bp->token;
8445 if( bp_token == num_bp ) {
8446 debugmsg( "Wacky bodypart hit!" );
8447 return dealt_damage_instance();
8448 }
8449
8450 //damage applied here
8451 dealt_damage_instance dealt_dams = Creature::deal_damage( source, bp, d );
8452 //block reduction should be by applied this point
8453 int dam = dealt_dams.total_damage();
8454
8455 // TODO: Pre or post blit hit tile onto "this"'s location here
8456 if( dam > 0 && g->u.sees( pos() ) ) {
8457 g->draw_hit_player( *this, dam );
8458
8459 if( is_player() && source ) {
8460 //monster hits player melee
8461 SCT.add( point( posx(), posy() ),
8462 direction_from( point_zero, point( posx() - source->posx(), posy() - source->posy() ) ),
8463 get_hp_bar( dam, get_hp_max( bp ) ).first, m_bad, body_part_name( bp ), m_neutral );
8464 }
8465 }
8466
8467 // handle snake artifacts
8468 if( has_artifact_with( AEP_SNAKES ) && dam >= 6 ) {
8469 const int snakes = dam / 6;
8470 int spawned = 0;
8471 for( int i = 0; i < snakes; i++ ) {
8472 if( monster *const snake = g->place_critter_around( mon_shadow_snake, pos(), 1 ) ) {
8473 snake->friendly = -1;
8474 spawned++;
8475 }
8476 }
8477 if( spawned == 1 ) {
8478 add_msg( m_warning, _( "A snake sprouts from your body!" ) );
8479 } else if( spawned >= 2 ) {
8480 add_msg( m_warning, _( "Some snakes sprout from your body!" ) );
8481 }
8482 }
8483
8484 // And slimespawners too
8485 if( ( has_trait( trait_SLIMESPAWNER ) ) && ( dam >= 10 ) && one_in( 20 - dam ) ) {
8486 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
8487 slime->friendly = -1;
8488 add_msg_if_player( m_warning, _( "Slime is torn from you, and moves on its own!" ) );
8489 }
8490 }
8491
8492 //Acid blood effects.
8493 bool u_see = g->u.sees( *this );
8494 int cut_dam = dealt_dams.type_damage( DT_CUT );
8495 if( source && has_trait( trait_ACIDBLOOD ) && !one_in( 3 ) &&
8496 ( dam >= 4 || cut_dam > 0 ) && ( rl_dist( g->u.pos(), source->pos() ) <= 1 ) ) {
8497 if( is_player() ) {
8498 add_msg( m_good, _( "Your acidic blood splashes %s in mid-attack!" ),
8499 source->disp_name() );
8500 } else if( u_see ) {
8501 add_msg( _( "%1$s's acidic blood splashes on %2$s in mid-attack!" ),
8502 disp_name(), source->disp_name() );
8503 }
8504 damage_instance acidblood_damage;
8505 acidblood_damage.add_damage( DT_ACID, rng( 4, 16 ) );
8506 if( !one_in( 4 ) ) {
8507 source->deal_damage( this, bodypart_id( "arm_l" ), acidblood_damage );
8508 source->deal_damage( this, bodypart_id( "arm_r" ), acidblood_damage );
8509 } else {
8510 source->deal_damage( this, bodypart_id( "torso" ), acidblood_damage );
8511 source->deal_damage( this, bodypart_id( "head" ), acidblood_damage );
8512 }
8513 }
8514
8515 int recoil_mul = 100;
8516
8517 if( bp == bodypart_id( "eyes" ) ) {
8518 if( dam > 5 || cut_dam > 0 ) {
8519 const time_duration minblind = std::max( 1_turns, 1_turns * ( dam + cut_dam ) / 10 );
8520 const time_duration maxblind = std::min( 5_turns, 1_turns * ( dam + cut_dam ) / 4 );
8521 add_effect( effect_blind, rng( minblind, maxblind ) );
8522 }
8523 } else if( bp == bodypart_id( "hand_l" ) || bp == bodypart_id( "arm_l" ) ||
8524 bp == bodypart_id( "hand_r" ) || bp == bodypart_id( "arm_r" ) ) {
8525 recoil_mul = 200;
8526 } else if( bp == bodypart_id( "num_bp" ) ) {
8527 debugmsg( "Wacky body part hit!" );
8528 }
8529
8530
8531
8532 // TODO: Scale with damage in a way that makes sense for power armors, plate armor and naked skin.
8533 recoil += recoil_mul * weapon.volume() / 250_ml;
8534 recoil = std::min( MAX_RECOIL, recoil );
8535 //looks like this should be based off of dealt damages, not d as d has no damage reduction applied.
8536 // Skip all this if the damage isn't from a creature. e.g. an explosion.
8537 if( source != nullptr ) {
8538 if( source->has_flag( MF_GRABS ) && !source->is_hallucination() &&
8539 !source->has_effect( effect_grabbing ) ) {
8540 /** @EFFECT_DEX increases chance to avoid being grabbed */
8541
8542 if( has_grab_break_tec() && ( rng( 0, get_dex() ) > rng( 0, 10 ) ) ) {
8543 if( has_effect( effect_grabbed ) ) {
8544 add_msg_if_player( m_warning, _( "The %s tries to grab you as well, but you bat it away!" ),
8545 source->disp_name() );
8546 } else {
8547 add_msg_player_or_npc( m_info, _( "The %s tries to grab you, but you break its grab!" ),
8548 _( "The %s tries to grab <npcname>, but they break its grab!" ),
8549 source->disp_name() );
8550 }
8551 } else {
8552 int prev_effect = get_effect_int( effect_grabbed );
8553 add_effect( effect_grabbed, 2_turns, bp_torso, prev_effect + 2 );
8554 source->add_effect( effect_grabbing, 2_turns );
8555 add_msg_player_or_npc( m_bad, _( "You are grabbed by %s!" ), _( "<npcname> is grabbed by %s!" ),
8556 source->disp_name() );
8557 }
8558 }
8559 }
8560
8561 if( get_option<bool>( "FILTHY_WOUNDS" ) ) {
8562 int sum_cover = 0;
8563 for( const item &i : worn ) {
8564 if( i.covers( bp->token ) && i.is_filthy() ) {
8565 sum_cover += i.get_coverage();
8566 }
8567 }
8568
8569 // Chance of infection is damage (with cut and stab x4) * sum of coverage on affected body part, in percent.
8570 // i.e. if the body part has a sum of 100 coverage from filthy clothing,
8571 // each point of damage has a 1% change of causing infection.
8572 if( sum_cover > 0 ) {
8573 const int cut_type_dam = dealt_dams.type_damage( DT_CUT ) + dealt_dams.type_damage( DT_STAB );
8574 const int combined_dam = dealt_dams.type_damage( DT_BASH ) + ( cut_type_dam * 4 );
8575 const int infection_chance = ( combined_dam * sum_cover ) / 100;
8576 if( x_in_y( infection_chance, 100 ) ) {
8577 if( has_effect( effect_bite, bp->token ) ) {
8578 add_effect( effect_bite, 40_minutes, bp->token );
8579 } else if( has_effect( effect_infected, bp->token ) ) {
8580 add_effect( effect_infected, 25_minutes, bp->token );
8581 } else {
8582 add_effect( effect_bite, 1_turns, bp->token );
8583 }
8584 add_msg_if_player( _( "Filth from your clothing has implanted deep in the wound." ) );
8585 }
8586 }
8587 }
8588
8589 on_hurt( source );
8590 return dealt_dams;
8591}
static const efftype_id effect_blind("blind")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const efftype_id effect_grabbing("grabbing")
static const mtype_id mon_shadow_snake("mon_shadow_snake")
static const efftype_id effect_grabbed("grabbed")
double recoil
Definition: character.h:571
virtual int posy() const =0
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
virtual const tripoint & pos() const =0
virtual dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &dam)
Deals the damage via an attack.
Definition: creature.cpp:881
virtual int get_hp_max() const
Definition: creature.cpp:1690
virtual int posx() const =0
units::volume volume(bool integral=false) const
Total volume of an item accounting for all contained/integrated items NOTE: Result is rounded up to n...
Definition: item.cpp:5104
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
@ AEP_SNAKES
Definition: enums.h:109
constexpr double MAX_RECOIL
@ MF_GRABS
Definition: mtype.h:76
bool snake(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:1428
static constexpr point point_zero
Definition: point.h:260
void add_damage(damage_type dt, float amt, float arpen=0.0f, float arpen_mult=1.0f, float dmg_mult=1.0f)
Adds damage to the instance.
Definition: damage.cpp:41
int type_damage(damage_type dt) const
Definition: damage.cpp:172
int total_damage() const
Definition: damage.cpp:180

References _, scrollingcombattext::add(), damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SNAKES, body_part_name(), bp_torso, Creature::deal_damage(), debugmsg, direction_from(), Creature::disp_name(), disp_name(), DT_ACID, DT_BASH, DT_CUT, DT_STAB, effect_bite, effect_blind, effect_grabbed, effect_grabbing, effect_infected, g, get_dex(), Creature::get_effect_int(), get_hp_bar(), Creature::get_hp_max(), has_artifact_with(), Creature::has_effect(), Creature::has_flag(), has_grab_break_tec(), has_trait(), Creature::is_hallucination(), Creature::is_player(), m_bad, m_good, m_info, m_neutral, m_warning, MAX_RECOIL, MF_GRABS, mon_player_blob, mon_shadow_snake, num_bp, on_hurt(), one_in(), point_zero, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), recoil, rl_dist(), rng(), SCT, trapfunc::snake(), dealt_damage_instance::total_damage(), trait_ACIDBLOOD, trait_DEBUG_NODMG, trait_SLIMESPAWNER, dealt_damage_instance::type_damage(), item::volume(), weapon, worn, and x_in_y().

Referenced by mattack::bio_op_impale(), mattack::bio_op_takedown(), explosion_handler::ExplosionProcess::blast_tile(), map::burn_body_part(), map::crush(), trapfunc::dissector(), map::drop_furniture(), eff_fun_onfire(), trapfunc::goo(), hitall(), impact(), knock_back_to(), game::knockback(), trapfunc::lava(), explosion_handler::legacy_blast(), melee_special_effects(), petfood(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), map::player_in_field(), smash(), trapfunc::snare_heavy(), and mattack::thrown_by_judo().

◆ defer_move()

bool Character::defer_move ( const tripoint next)

Definition at line 10538 of file character.cpp.

10539{
10540 // next must be adjacent to current pos
10541 if( square_dist( next, pos() ) != 1 ) {
10542 return false;
10543 }
10544 // next must be adjacent to subsequent move in any preexisting automove route
10545 if( has_destination() && square_dist( auto_move_route.front(), next ) != 1 ) {
10546 return false;
10547 }
10548 auto_move_route.insert( auto_move_route.begin(), next );
10550 return true;
10551}
bool has_destination() const
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505

References auto_move_route, has_destination(), next_expected_position, pos(), and square_dist().

Referenced by avatar_action::move().

◆ did_hit()

void Character::did_hit ( Creature target)

Handles special effects when the Character hits a Creature.

Definition at line 8265 of file character.cpp.

8266{
8267 enchantment_cache->cast_hit_you( *this, target );
8268}

References enchantment_cache.

Referenced by melee_attack().

◆ die()

void Character::die ( Creature killer)
overridevirtual

Empty function.

Should always be overwritten by the appropriate player/NPC/monster version.

Implements Creature.

Reimplemented in npc.

Definition at line 3532 of file character.cpp.

3533{
3534 g->set_critter_died();
3535 set_killer( nkiller );
3537 if( has_effect( effect_lightsnare ) ) {
3540 }
3541 if( has_effect( effect_heavysnare ) ) {
3544 }
3545 if( has_effect( effect_beartrap ) ) {
3547 }
3549}
static const itype_id itype_string_36("string_36")
static const efftype_id effect_lightsnare("lightsnare")
static const itype_id itype_snare_trigger("snare_trigger")
static const itype_id itype_beartrap("beartrap")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_heavysnare("heavysnare")
static const itype_id itype_rope_6("rope_6")
void set_time_died(const time_point &time)
set the turn the turn the character died if not already done
Definition: character.h:1471
static void on_creature_death(Creature &poor_dead_dude)
various callbacks from events that may affect all missions
Definition: mission.cpp:132

References inventory::add_item(), effect_beartrap, effect_heavysnare, effect_lightsnare, g, Creature::has_effect(), inv, itype_beartrap, itype_rope_6, itype_snare_trigger, itype_string_36, mission::on_creature_death(), Creature::set_killer(), set_time_died(), calendar::start_of_cataclysm, and calendar::turn.

Referenced by debug_menu::debug(), and npc::die().

◆ dismount()

void Character::dismount ( )

Definition at line 1173 of file character.cpp.

1174{
1175 if( !is_mounted() ) {
1176 add_msg( m_debug, "dismount called when not riding" );
1177 return;
1178 }
1179 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Dismount where?" ) ) ) {
1180 if( !g->is_empty( *pnt ) ) {
1181 add_msg( m_warning, _( "You cannot dismount there!" ) );
1182 return;
1183 }
1185 monster *critter = mounted_creature.get();
1186 critter->mounted_player_id = character_id();
1187 if( critter->has_flag( MF_RIDEABLE_MECH ) && !critter->type->mech_weapon.is_empty() &&
1188 weapon.typeId() == critter->type->mech_weapon ) {
1190 }
1191 if( is_avatar() && g->u.get_grab_type() != OBJECT_NONE ) {
1192 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1193 g->u.grab( OBJECT_NONE );
1194 }
1195 critter->remove_effect( effect_ridden );
1196 critter->add_effect( effect_ai_waiting, 5_turns );
1197 mounted_creature = nullptr;
1198 critter->mounted_player = nullptr;
1199 setpos( *pnt );
1200 mod_moves( -100 );
1202 }
1203}
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_riding("riding")
static const efftype_id effect_ridden("ridden")
void setpos(const tripoint &p) override
Definition: character.h:812
virtual void set_movement_mode(character_movemode mode)=0
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1840
Character * mounted_player
Definition: monster.h:457
character_id mounted_player_id
Definition: monster.h:458
item remove_item(item &it)
Removes and returns the item which must be contained by this instance.
Definition: visitable.cpp:564
@ OBJECT_NONE
Definition: enums.h:187

References _, monster::add_effect(), add_msg(), character_id, choose_adjacent(), CMM_WALK, effect_ai_waiting, effect_ridden, effect_riding, g, monster::has_flag(), Creature::is_avatar(), string_id< T >::is_empty(), is_mounted(), m_debug, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player, monster::mounted_player_id, OBJECT_NONE, Creature::remove_effect(), visitable< Character >::remove_item(), set_movement_mode(), setpos(), monster::type, item::typeId(), and weapon.

Referenced by game::handle_action().

◆ disp_name()

std::string Character::disp_name ( bool  possessive = false,
bool  capitalize_first = false 
) const
overridevirtual

Returns either "you" or the player's name.

capitalize_first assumes that the character's name is already upper case and uses it only for possessive "your" and "you"

Implements Creature.

Definition at line 571 of file character.cpp.

572{
573 if( !possessive ) {
574 if( is_player() ) {
575 return capitalize_first ? _( "You" ) : _( "you" );
576 }
577 return name;
578 } else {
579 if( is_player() ) {
580 return capitalize_first ? _( "Your" ) : _( "your" );
581 }
582 return string_format( _( "%s's" ), name );
583 }
584}

References _, Creature::is_player(), name, and string_format().

Referenced by activate_bionic(), activity_on_turn_move_loot(), add_addiction(), iuse::artifact(), talk_function::assign_camp(), iexamine::autodoc(), best_installer(), bionics_install_failure(), activity_handlers::build_do_turn(), can_uninstall_bionic(), npc::character_danger(), game::chat(), check_and_recover_morale(), check_outbounds_activity(), complete_construction(), deactivate_bionic(), deal_damage(), faction_manager::display(), npc::do_npc_read(), npc::do_player_activity(), avatar::do_read(), npc::execute_action(), fetch_activity(), npc::finish_read(), talk_function::goto_location(), npc::handle_sound(), npc::heal_player(), npc::heal_self(), install_bionics(), game::list_missions(), npc::method_of_attack(), talk_function::morale_chat(), talk_function::morale_chat_activity(), npc::mutiny(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_operate(), monster::nursebot_operate(), on_hit(), npc::on_load(), npc::pretend_fire(), npc::pretend_heal(), monster::print_info(), npc::reach_omt_destination(), avatar::read(), game_menus::inv::read(), requirements_map(), talk_effect_fun_t::set_consume_item(), npc::set_fac(), npc::set_known_to_u(), talk_function::start_camp(), character_funcs::try_uncanny_dodge(), uninstall_bionic(), trading_window::update_win(), musical_instrument_actor::use(), heal_actor::use_healing_item(), npc::use_painkiller(), and npc::wield_better_weapon().

◆ dispose_item()

bool Character::dispose_item ( item_location &&  obj,
const std::string &  prompt = std::string() 
)
virtual

Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.

Parameters
objitem to dispose of
promptoptional message to display in any menu
Returns
whether the item was successfully disposed of

Reimplemented in npc.

Definition at line 7243 of file character.cpp.

7244{
7245 uilist menu;
7246 menu.text = prompt.empty() ? string_format( _( "Dispose of %s" ), obj->tname() ) : prompt;
7247
7248 using dispose_option = struct {
7249 std::string prompt;
7250 bool enabled;
7251 char invlet;
7252 int moves;
7253 std::function<bool()> action;
7254 };
7255
7256 std::vector<dispose_option> opts;
7257
7258 const bool bucket = obj->is_bucket_nonempty();
7259
7260 opts.emplace_back( dispose_option{
7261 bucket ? _( "Spill contents and store in inventory" ) : _( "Store in inventory" ),
7262 volume_carried() + obj->volume() <= volume_capacity(), '1',
7263 item_handling_cost( *obj ),
7264 [this, bucket, &obj] {
7265 if( bucket && !obj->spill_contents( *this ) )
7266 {
7267 return false;
7268 }
7269
7270 moves -= item_handling_cost( *obj );
7271 inv.add_item_keep_invlet( *obj );
7272 inv.unsort();
7273 obj.remove_item();
7274 return true;
7275 }
7276 } );
7277
7278 opts.emplace_back( dispose_option{
7279 _( "Drop item" ), true, '2', 0, [this, &obj] {
7281 obj.remove_item();
7282 return true;
7283 }
7284 } );
7285
7286 opts.emplace_back( dispose_option{
7287 bucket ? _( "Spill contents and wear item" ) : _( "Wear item" ),
7288 can_wear( *obj ).success(), '3', item_wear_cost( *obj ),
7289 [this, bucket, &obj] {
7290 if( bucket && !obj->spill_contents( *this ) )
7291 {
7292 return false;
7293 }
7294
7295 item it = *obj;
7296 obj.remove_item();
7297 return !!wear_item( it );
7298 }
7299 } );
7300
7301 for( auto &e : worn ) {
7302 if( e.can_holster( *obj ) ) {
7303 auto ptr = dynamic_cast<const holster_actor *>( e.type->get_use( "holster" )->get_actor_ptr() );
7304 opts.emplace_back( dispose_option{
7305 string_format( _( "Store in %s" ), e.tname() ), true, e.invlet,
7306 item_store_cost( *obj, e, false, ptr->draw_cost ),
7307 [this, ptr, &e, &obj] {
7308 return ptr->store( *this->as_player(), e, *obj );
7309 }
7310 } );
7311 }
7312 }
7313
7314 int w = utf8_width( menu.text, true ) + 4;
7315 for( const auto &e : opts ) {
7316 w = std::max( w, utf8_width( e.prompt, true ) + 4 );
7317 }
7318 for( auto &e : opts ) {
7319 e.prompt += std::string( w - utf8_width( e.prompt, true ), ' ' );
7320 }
7321
7322 menu.text.insert( 0, 2, ' ' ); // add space for UI hotkeys
7323 menu.text += std::string( w + 2 - utf8_width( menu.text, true ), ' ' );
7324 menu.text += _( " | Moves " );
7325
7326 for( const auto &e : opts ) {
7327 menu.addentry( -1, e.enabled, e.invlet, string_format( e.enabled ? "%s | %-7d" : "%s |",
7328 e.prompt, e.moves ) );
7329 }
7330
7331 menu.query();
7332 if( menu.ret >= 0 ) {
7333 return opts[menu.ret].action();
7334 }
7335 return false;
7336}
int item_handling_cost(const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when handling (e.g.
Definition: character.cpp:7450
std::optional< std::list< item >::iterator > wear_item(const item &to_wear, bool interactive=true)
Wear a copy of specified item.
Definition: character.cpp:2114
int item_wear_cost(const item &it) const
Calculate (but do not deduct) the number of moves required to wear an item.
Definition: character.cpp:7489
int item_store_cost(const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when storing an item in a container.
Definition: character.cpp:7474
ret_val< bool > can_wear(const item &it, bool with_equip_change=false) const
Check character capable of wearing an item.
Definition: character.cpp:2745
Holster a weapon.
Definition: iuse_actor.h:842
void add_item_keep_invlet(item newit)
Definition: inventory.cpp:385
void remove_item()
Removes the selected item from the game.
bool spill_contents(Character &c)
Unloads the item's contents.
Definition: item.cpp:7054
bool is_bucket_nonempty() const
Definition: item.cpp:6745
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
@ prompt
Definition: pickup.h:30

References _, action, inventory::add_item_keep_invlet(), uilist::addentry(), Creature::as_player(), can_wear(), deliberate, enabled, inv, item_handling_cost(), item_store_cost(), item_wear_cost(), Creature::moves, pickup::prompt, ptr(), put_into_vehicle_or_drop(), uilist::query(), visitable< T >::remove_item(), uilist::ret, string_format(), uilist::text, inventory::unsort(), utf8_width(), volume_capacity(), volume_carried(), wear_item(), and worn.

Referenced by activate_bionic(), item::reload(), and unwield().

◆ do_damage_for_bionic_failure()

void Character::do_damage_for_bionic_failure ( int  min_damage,
int  max_damage 
)

Definition at line 2462 of file bionics.cpp.

2463{
2464 std::set<bodypart_id> bp_hurt;
2465 for( const bodypart_id &bp : get_all_body_parts() ) {
2466 if( has_effect( effect_under_op, bp->token ) ) {
2467 if( bp_hurt.count( bp->main_part ) > 0 ) {
2468 continue;
2469 }
2470 bp_hurt.emplace( bp->main_part );
2471 }
2472 }
2473
2474 if( bp_hurt.empty() ) {
2475 // If no bodypart associetd with bionic- just damage torso.
2476 // Special check for power storage - it does not belong to any body part.
2477 bp_hurt.emplace( bodypart_str_id( "torso" ) );
2478 }
2479
2480 for( const bodypart_id &bp : bp_hurt ) {
2481 int damage = rng( min_damage, max_damage );
2482 int hp = get_hp( bp );
2483 if( damage >= hp && ( bp == bodypart_str_id( "head" ) || bp == bodypart_str_id( "torso" ) ) ) {
2484 add_effect( effect_infected, 1_hours, bp->token );
2485 add_msg_player_or_npc( m_bad, _( "Your %s is infected." ), _( "<npcname>'s %s is infected." ),
2487 damage = hp * 0.8f;
2488 }
2489 apply_damage( this, bp, damage, true );
2490 if( damage > 15 )
2491 add_msg_player_or_npc( m_bad, _( "Your %s is severely damaged." ),
2492 _( "<npcname>'s %s is severely damaged." ),
2494 else
2495 add_msg_player_or_npc( m_bad, _( "Your %s is damaged." ), _( "<npcname>'s %s is damaged." ),
2497
2498 }
2499}
static const efftype_id effect_under_op("under_operation")
static const efftype_id effect_infected("infected")
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:331
virtual int get_hp() const
Definition: creature.cpp:1673

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), body_part_name_accusative(), effect_infected, effect_under_op, Creature::get_all_body_parts(), Creature::get_hp(), Creature::has_effect(), hp, m_bad, and rng().

Referenced by bionics_install_failure(), and bionics_uninstall_failure().

◆ do_skill_rust()

void Character::do_skill_rust ( )
protected

Definition at line 3582 of file character.cpp.

3583{
3584 const int rust_rate_tmp = rust_rate();
3585 static const std::string PRED2( "PRED2" );
3586 static const std::string PRED3( "PRED3" );
3587 static const std::string PRED4( "PRED4" );
3588 for( std::pair<const skill_id, SkillLevel> &pair : *_skills ) {
3589 const Skill &aSkill = *pair.first;
3590 SkillLevel &skill_level_obj = pair.second;
3591
3592 if( aSkill.is_combat_skill() &&
3593 ( ( has_trait_flag( PRED2 ) && calendar::once_every( 8_hours ) ) ||
3594 ( has_trait_flag( PRED3 ) && calendar::once_every( 4_hours ) ) ||
3595 ( has_trait_flag( PRED4 ) && calendar::once_every( 3_hours ) ) ) ) {
3596 // Their brain is optimized to remember this
3597 if( one_in( 13 ) ) {
3598 // They've already passed the roll to avoid rust at
3599 // this point, but print a message about it now and
3600 // then.
3601 //
3602 // 13 combat skills.
3603 // This means PRED2/PRED3/PRED4 think of hunting on
3604 // average every 8/4/3 hours, enough for immersion
3605 // without becoming an annoyance.
3606 //
3607 add_msg_if_player( _( "Your heart races as you recall your most recent hunt." ) );
3608 mod_stim( 1 );
3609 }
3610 continue;
3611 }
3612
3613 const bool charged_bio_mem = get_power_level() > bio_memory->power_trigger &&
3615 const int oldSkillLevel = skill_level_obj.level();
3616 if( skill_level_obj.rust( charged_bio_mem, rust_rate_tmp ) ) {
3618 _( "Your knowledge of %s begins to fade, but your memory banks retain it!" ), aSkill.name() );
3620 }
3621 const int newSkill = skill_level_obj.level();
3622 if( newSkill < oldSkillLevel ) {
3623 add_msg_if_player( m_bad, _( "Your skill in %s has reduced to %d!" ), aSkill.name(), newSkill );
3624 }
3625 }
3626}
bool has_trait_flag(const std::string &b) const
Returns true if player has a trait with a flag.
Definition: mutation.cpp:106
int rust_rate() const
Returns the player's skill rust rate.
Definition: character.cpp:3376
void mod_stim(int mod)
Definition: character.cpp:7043
int level() const
Definition: skill.h:125
bool rust(bool charged_bio_mem, int character_rate)
Definition: skill.cpp:269
Definition: skill.h:33
std::string name() const
Definition: skill.h:68
bool is_combat_skill() const
Definition: skill.cpp:211
units::energy power_trigger
Power cost when the bionic's special effect is triggered.
Definition: bionics.h:43

References _, _skills, Creature::add_msg_if_player(), bio_memory, get_power_level(), has_active_bionic(), has_trait_flag(), Skill::is_combat_skill(), SkillLevel::level(), m_bad, m_warning, mod_power_level(), mod_stim(), Skill::name(), calendar::once_every(), one_in(), bionic_data::power_trigger, SkillLevel::rust(), and rust_rate().

Referenced by update_body().

◆ dodge_roll()

float Character::dodge_roll ( )
overridevirtual

Implements Creature.

Definition at line 881 of file melee.cpp.

882{
883 return get_dodge() * 5;
884}
float get_dodge() const override
Definition: melee.cpp:838

References get_dodge().

◆ drench()

void Character::drench ( int  saturation,
const body_part_set flags,
bool  ignore_waterproof 
)

Drenches the player with water, saturation is the percent gotten wet.

Definition at line 1730 of file suffer.cpp.

1731{
1732 if( saturation < 1 ) {
1733 return;
1734 }
1735
1736 // OK, water gets in your AEP suit or whatever. It wasn't built to keep you dry.
1738 ( !ignore_waterproof && is_waterproof( flags ) ) ) {
1739 return;
1740 }
1741
1742 // Make the body wet
1743 for( const body_part bp : all_body_parts ) {
1744 // Different body parts have different size, they can only store so much water
1745 int bp_wetness_max = 0;
1746 if( flags.test( bp ) ) {
1747 bp_wetness_max = drench_capacity[bp];
1748 }
1749
1750 if( bp_wetness_max == 0 ) {
1751 continue;
1752 }
1753 // Different sources will only make the bodypart wet to a limit
1754 int source_wet_max = saturation * bp_wetness_max * 2 / 100;
1755 int wetness_increment = ignore_waterproof ? 100 : 2;
1756 // Respect maximums
1757 const int wetness_max = std::min( source_wet_max, bp_wetness_max );
1758 if( body_wetness[bp] < wetness_max ) {
1759 body_wetness[bp] = std::min( wetness_max, body_wetness[bp] + wetness_increment );
1760 }
1761 }
1762
1765 get_value( "waterproof_scent" ).empty() ) {
1766 add_msg_if_player( m_info, _( "The water wash away the scent." ) );
1767 restore_scent();
1768 }
1769
1770 if( is_weak_to_water() ) {
1771 add_msg_if_player( m_bad, _( "You feel the water burning your skin." ) );
1772 }
1773
1774 // Remove onfire effect
1775 if( saturation > 10 || x_in_y( saturation, 10 ) ) {
1777 }
1778}
bool is_waterproof(const body_part_set &parts) const
Definition: character.cpp:8969
bool is_weak_to_water() const
Definition: mutation.cpp:412
void restore_scent()
restore scent after masked_scent effect run out or is removed by water
Definition: character.cpp:8738
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_SHELL2("SHELL2")
static const efftype_id effect_onfire("onfire")

References _, Creature::add_msg_if_player(), all_body_parts, body_wetness, bp_torso, drench_capacity, effect_masked_scent, effect_onfire, Creature::get_value(), has_active_mutation(), Creature::has_effect(), has_trait(), is_waterproof(), is_weak_to_water(), m_bad, m_info, Creature::remove_effect(), restore_scent(), body_part_set::test(), trait_DEBUG_NOTEMP, trait_SHELL2, and x_in_y().

Referenced by character_funcs::do_pause(), game::place_player(), and avatar_action::swim().

◆ drench_mut_calc()

void Character::drench_mut_calc ( )

Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)

Definition at line 7791 of file character.cpp.

7792{
7793 for( const body_part bp : all_body_parts ) {
7794 int ignored = 0;
7795 int neutral = 0;
7796 int good = 0;
7797
7798 for( const trait_id &iter : get_mutations() ) {
7799 const mutation_branch &mdata = iter.obj();
7800 const auto wp_iter = mdata.protection.find( bp );
7801 if( wp_iter != mdata.protection.end() ) {
7802 ignored += wp_iter->second.x;
7803 neutral += wp_iter->second.y;
7804 good += wp_iter->second.z;
7805 }
7806 }
7807
7808 mut_drench[bp][WT_GOOD] = good;
7810 mut_drench[bp][WT_IGNORED] = ignored;
7811 }
7812}
@ good
Item should display as green (action possible at the moment)
std::map< body_part, tripoint > protection
Definition: mutation.h:267

References all_body_parts, get_mutations(), mut_drench, neutral, mutation_branch::protection, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ drop() [1/2]

void Character::drop ( const drop_locations what,
const tripoint target,
bool  stash = false 
)
virtual

Reimplemented in npc.

Definition at line 2459 of file character.cpp.

2461{
2462 if( what.empty() ) {
2463 return;
2464 }
2465
2466 if( rl_dist( pos(), target ) > 1 || !( stash || get_map().can_put_items( target ) ) ) {
2467 add_msg_player_or_npc( m_info, _( "You can't place items here!" ),
2468 _( "<npcname> can't place items here!" ) );
2469 return;
2470 }
2471
2472 if( stash ) {
2473 assign_activity( stash_activity_actor( *this, what, target - pos() ) );
2474 } else {
2475 assign_activity( drop_activity_actor( *this, what, false, target - pos() ) );
2476 }
2477}

References _, Creature::add_msg_player_or_npc(), assign_activity(), get_map(), m_info, pos(), and rl_dist().

◆ drop() [2/2]

void Character::drop ( item_location  loc,
const tripoint where 
)

Drops an item to the specified location.

Definition at line 2437 of file character.cpp.

2438{
2439 item &oThisItem = *loc;
2440 if( is_wielding( oThisItem ) ) {
2441 const auto ret = can_unwield( *loc );
2442
2443 if( !ret.success() ) {
2444 add_msg( m_info, "%s", ret.c_str() );
2445 return;
2446 }
2447 } else if( is_wearing( oThisItem ) ) {
2448 const auto ret = as_player()->can_takeoff( *loc );
2449
2450 if( !ret.success() ) {
2451 add_msg( m_info, "%s", ret.c_str() );
2452 return;
2453 }
2454 }
2455
2456 drop( { drop_location( loc, loc->count() ) }, where );
2457}
ret_val< bool > can_takeoff(const item &it, const std::list< item > *res=nullptr) const
Check if character is capable of taking off given item.
Definition: character.cpp:3003
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2437
iuse_location drop_location

References add_msg(), Creature::as_player(), can_takeoff(), can_unwield(), item::count(), drop(), is_wearing(), is_wielding(), m_info, and cata::hash64_detail::ret.

Referenced by game::drop(), npc::drop(), drop(), game::drop_in_direction(), monexamine::give_items_to(), harvest_common(), i_add_or_drop(), examine_item_menu::run(), suffer_from_schizophrenia(), and takeoff().

◆ drop_invalid_inventory()

void Character::drop_invalid_inventory ( )

Definition at line 3174 of file character.cpp.

3175{
3176 bool dropped_liquid = false;
3177 for( const std::list<item> *stack : inv.const_slice() ) {
3178 const item &it = stack->front();
3179 if( it.made_of( LIQUID ) ) {
3180 dropped_liquid = true;
3181 get_map().add_item_or_charges( pos(), it );
3182 // must be last
3183 i_rem( &it );
3184 }
3185 }
3186 if( dropped_liquid ) {
3187 add_msg_if_player( m_bad, _( "Liquid from your inventory has leaked onto the ground." ) );
3188 }
3189
3190 if( volume_carried() > volume_capacity() ) {
3191 auto items_to_drop = inv.remove_randomly_by_volume( volume_carried() - volume_capacity() );
3193 }
3194}
std::list< item > remove_randomly_by_volume(const units::volume &volume)
Randomly select items until the volume quota is filled.
Definition: inventory.cpp:758
const_invslice const_slice() const
Definition: inventory.cpp:143

References _, map::add_item_or_charges(), Creature::add_msg_if_player(), inventory::const_slice(), get_map(), i_rem(), inv, LIQUID, m_bad, item::made_of(), pos(), put_into_vehicle_or_drop(), inventory::remove_randomly_by_volume(), tumbling, volume_capacity(), and volume_carried().

Referenced by absorb_hit(), player_activity::do_turn(), npc::execute_action(), process_turn(), and npc_trading::trade().

◆ eat()

bool Character::eat ( item food,
bool  force = false 
)

Used for eating entered comestible, returns true if comestible is successfully eaten.

Definition at line 826 of file consumption.cpp.

827{
828 if( !food.is_food() ) {
829 return false;
830 }
831
832 const auto ret = force ? can_eat( food ) : will_eat( food, is_player() );
833 if( !ret.success() ) {
834 return false;
835 }
836
837 if( has_effect( effect_bloated ) &&
838 ( compute_effective_nutrients( food ).kcal > 0 || food.get_comestible()->quench > 0 ) &&
839 !food.has_flag( flag_NO_BLOAT ) ) {
840 add_msg_if_player( _( "You force yourself to vomit to make space for %s." ), food.tname() );
841 vomit();
842 }
843
844 int charges_used = 0;
845 if( food.type->has_use() ) {
846 if( !food.type->can_use( "DOGFOOD" ) &&
847 !food.type->can_use( "CATFOOD" ) &&
848 !food.type->can_use( "BIRDFOOD" ) &&
849 !food.type->can_use( "CATTLEFODDER" ) ) {
850 charges_used = food.type->invoke( *this->as_player(), food, pos() );
851 if( charges_used <= 0 ) {
852 return false;
853 }
854 }
855 }
856
857 // Note: the block below assumes we decided to eat it
858 // No coming back from here
859
860 const int nutr = nutrition_for( food );
861 const bool spoiled = food.rotten();
862
863 // The item is solid food
864 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
866 // This item is a drink and not a solid food (and not a thick soup)
867 const bool drinkable = !chew && food.get_comestible()->comesttype == comesttype_DRINK;
868 // If neither of the above is true then it's a drug and shouldn't get mealtime penalty/bonus
869
870 const bool saprophage = has_trait( trait_SAPROPHAGE );
871 if( spoiled && !saprophage ) {
872 add_msg_if_player( m_bad, _( "Ick, this %s doesn't taste so good…" ), food.tname() );
875 add_effect( effect_foodpoison, rng( 6_minutes, ( nutr + 1 ) * 6_minutes ) );
876 }
877 } else if( spoiled && saprophage ) {
878 add_msg_if_player( m_good, _( "Mmm, this %s tastes delicious…" ), food.tname() );
879 }
880 if( !consume_effects( food ) ) {
881 // Already consumed by using `food.type->invoke`?
882 if( charges_used > 0 ) {
883 food.mod_charges( -charges_used );
884 }
885 return false;
886 }
887 food.mod_charges( -1 );
888
889 const bool amorphous = has_trait( trait_AMORPHOUS );
890 int mealtime = 250;
891 if( drinkable || chew ) {
892 // Those bonuses/penalties only apply to food
893 // Not to smoking weed or applying bandages!
896 mealtime /= 2;
897 } else if( has_trait( trait_SHARKTEETH ) ) {
898 // SHARKBAIT! HOO HA HA!
899 mealtime /= 3;
900 } else if( has_trait( trait_GOURMAND ) ) {
901 // Don't stack those two - that would be 25 moves per item
902 mealtime -= 100;
903 }
904
905 if( has_trait( trait_BEAK_HUM ) && !drinkable ) {
906 // Much better than PROBOSCIS but still optimized for fluids
907 mealtime += 200;
908 } else if( has_trait( trait_SABER_TEETH ) ) {
909 // They get In The Way
910 mealtime += 250;
911 }
912
913 if( amorphous ) {
914 mealtime *= 1.1;
915 // Minor speed penalty for having to flow around it
916 // rather than just grab & munch
917 }
918 }
919
920 moves -= mealtime;
921
922 // If it's poisonous... poison us.
923 // TODO: Move this to a flag
924 if( food.poison > 0 && !has_trait( trait_POISRESIST ) &&
926 if( food.poison >= rng( 2, 4 ) ) {
927 add_effect( effect_poison, food.poison * 10_minutes );
928 }
929
930 add_effect( effect_foodpoison, food.poison * 30_minutes );
931 }
932
933 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
934 if( !has_effect( effect_hallu ) ) {
935 add_effect( effect_hallu, 6_hours );
936 }
937 }
938
939 if( amorphous ) {
940 add_msg_player_or_npc( _( "You assimilate your %s." ), _( "<npcname> assimilates a %s." ),
941 food.tname() );
942 } else if( drinkable ) {
943 add_msg_player_or_npc( _( "You drink your %s." ), _( "<npcname> drinks a %s." ),
944 food.tname() );
945 } else if( chew ) {
946 add_msg_player_or_npc( _( "You eat your %s." ), _( "<npcname> eats a %s." ),
947 food.tname() );
948 }
949
950 if( food.get_comestible()->tool->tool ) {
951 // Tools like lighters get used
952 use_charges( food.get_comestible()->tool, 1 );
953 }
954
956 add_effect( effect_fungus, 1_turns, num_bp );
957 }
958
959 // Chance to become parasitised
961 if( food.get_comestible()->parasites > 0 && !food.has_flag( flag_NO_PARASITES ) &&
962 one_in( food.get_comestible()->parasites ) ) {
963 switch( rng( 0, 3 ) ) {
964 case 0:
965 add_effect( effect_tapeworm, 1_turns, num_bp );
966 break;
967 case 1:
968 if( !has_trait( trait_ACIDBLOOD ) ) {
970 }
971 break;
972 case 2:
974 break;
975 case 3:
977 }
978 }
979 }
980
981 for( const std::pair<const diseasetype_id, int> &elem : food.get_comestible()->contamination ) {
982 if( rng( 1, 100 ) <= elem.second ) {
983 expose_to_disease( elem.first );
984 }
985 }
986
987 consumption_history->elems.emplace_back( food );
988 // Clean out consumption_history so it doesn't get bigger than needed.
989 while( consumption_history->elems.front().time < calendar::turn - 2_days ) {
990 consumption_history->elems.pop_front();
991 }
992
993 return true;
994}
void expose_to_disease(diseasetype_id dis_type)
Determine if character is susceptible to dis_type and if so apply the symptoms.
Definition: character.cpp:1550
pimpl< consumption_history_t > consumption_history
Definition: character.h:1584
ret_val< edible_rating > will_eat(const item &food, bool interactive=false) const
Same as can_eat, but takes consequences into account.
bool rotten() const
returns true if item is now rotten after all shelf life has elapsed
Definition: item.h:848
void mod_charges(int mod)
Modify the charges of this item, only use for items counted by charges! The item must have enough cha...
Definition: item.cpp:9716
int poison
Definition: item.h:2201
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_fungus("fungus")
static const std::string flag_FUNGAL_VECTOR("FUNGAL_VECTOR")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_EATDEAD("EATDEAD")
static const trait_id trait_SABER_TEETH("SABER_TEETH")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const efftype_id effect_hallu("hallu")
static const trait_id trait_BEAK_HUM("BEAK_HUM")
static const trait_id trait_PARAIMMUNE("PARAIMMUNE")
static const trait_id trait_MANDIBLES("MANDIBLES")
static const std::string flag_HIDDEN_HALLU("HIDDEN_HALLU")
static const efftype_id effect_paincysts("paincysts")
static const std::string flag_NO_PARASITES("NO_PARASITES")
static const trait_id trait_AMORPHOUS("AMORPHOUS")
static const trait_id trait_MOUTH_TENTACLES("MOUTH_TENTACLES")
static const efftype_id effect_poison("poison")
static const efftype_id effect_foodpoison("foodpoison")
static const trait_id trait_FANGS_SPIDER("FANGS_SPIDER")
static const trait_id trait_POISRESIST("POISRESIST")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const efftype_id effect_brainworms("brainworms")
int chew(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1102

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), Creature::as_player(), bio_digestion, can_eat(), itype::can_use(), iuse::chew(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), consume_effects(), consumption_history, effect_bloated, effect_bloodworms, effect_brainworms, effect_foodpoison, effect_fungus, effect_hallu, effect_paincysts, effect_poison, effect_tapeworm, expose_to_disease(), flag_FUNGAL_VECTOR(), flag_HIDDEN_HALLU(), flag_NO_BLOAT(), flag_NO_PARASITES(), flag_USE_EAT_VERB(), item::get_comestible(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), itype::has_use(), itype::invoke(), item::is_food(), Creature::is_player(), m_bad, m_good, item::mod_charges(), Creature::moves, num_bp, nutrition_for(), one_in(), item::poison, pos(), cata::hash64_detail::ret, rng(), item::rotten(), item::tname(), trait_ACIDBLOOD, trait_AMORPHOUS, trait_BEAK_HUM, trait_EATDEAD, trait_FANGS_SPIDER, trait_GOURMAND, trait_M_IMMUNE, trait_MANDIBLES, trait_MOUTH_TENTACLES, trait_PARAIMMUNE, trait_POISRESIST, trait_SABER_TEETH, trait_SAPROPHAGE, trait_SAPROVORE, trait_SHARKTEETH, calendar::turn, item::type, use_charges(), vomit(), and will_eat().

Referenced by consume_item(), drink_nectar(), avatar_action::eat_here(), iexamine::flower_poppy(), vehicle::interact_with(), iexamine::keg(), and try_consume().

◆ encumb()

◆ enforce_minimum_healing()

void Character::enforce_minimum_healing ( )

Definition at line 4617 of file character.cpp.

4618{
4619 for( const bodypart_id &bp : get_all_body_parts() ) {
4620 if( get_part_healed_total( bp ) <= 0 ) {
4621 heal( bp, 1 );
4622 }
4623 set_part_healed_total( bp, 0 );
4624 }
4625}
void heal(const bodypart_id &healed, int dam)
Heals a body_part for dam.
Definition: character.cpp:8618
void set_part_healed_total(const bodypart_id &id, int set)
Definition: creature.cpp:1606
int get_part_healed_total(const bodypart_id &id) const
Definition: creature.cpp:1591

References Creature::get_all_body_parts(), Creature::get_part_healed_total(), heal(), and Creature::set_part_healed_total().

Referenced by update_body().

◆ enough_power_for()

bool Character::enough_power_for ( const bionic_id bid) const

Definition at line 1942 of file character.cpp.

1943{
1944 return power_level >= bid->power_activate;
1945}
units::energy power_level
Definition: character.h:2244

References bionic_data::power_activate, and power_level.

Referenced by activate_bionic(), and iexamine::fireplace().

◆ enumerate_unmet_requirements()

std::string Character::enumerate_unmet_requirements ( const item it,
const item context = item() 
) const

Returns a string of missed requirements (both stats and skills)

Definition at line 3352 of file character.cpp.

3353{
3354 std::vector<std::string> unmet_reqs;
3355
3356 const auto check_req = [ &unmet_reqs ]( const std::string & name, int cur, int req ) {
3357 if( cur < req ) {
3358 unmet_reqs.push_back( string_format( "%s %d", name, req ) );
3359 }
3360 };
3361
3362 check_req( _( "strength" ), get_str(), it.get_min_str() );
3363 check_req( _( "dexterity" ), get_dex(), it.type->min_dex );
3364 check_req( _( "intelligence" ), get_int(), it.type->min_int );
3365 check_req( _( "perception" ), get_per(), it.type->min_per );
3366
3367 for( const auto &elem : it.type->min_skills ) {
3368 check_req( context.contextualize_skill( elem.first )->name(),
3369 get_skill_level( elem.first, context ),
3370 elem.second );
3371 }
3372
3373 return enumerate_as_string( unmet_reqs );
3374}
int get_min_str() const
Definition: item.cpp:10039
skill_id contextualize_skill(const skill_id &id) const
Puts the skill in context of the item.
Definition: item.cpp:9961
int min_dex
Definition: itype.h:938
int min_int
Definition: itype.h:939
int min_per
Definition: itype.h:940
std::map< skill_id, int > min_skills
Definition: itype.h:936

References _, item::contextualize_skill(), enumerate_as_string(), get_dex(), get_int(), item::get_min_str(), get_per(), get_skill_level(), get_str(), itype::min_dex, itype::min_int, itype::min_per, itype::min_skills, name, Skill::name(), string_format(), and item::type.

Referenced by can_use(), and gunmod_inventory_preset::get_denial().

◆ env_surgery_bonus()

float Character::env_surgery_bonus ( int  radius)

Calculate skill bonus from tiles in radius.

Definition at line 2341 of file bionics.cpp.

2342{
2343 float bonus = 1.0;
2344 map &here = get_map();
2345 for( const tripoint &cell : here.points_in_radius( pos(), radius ) ) {
2346 if( here.furn( cell )->surgery_skill_multiplier ) {
2347 bonus = std::max( bonus, *here.furn( cell )->surgery_skill_multiplier );
2348 }
2349 }
2350 return bonus;
2351}
furn_id furn(const tripoint &p) const
Definition: map.cpp:1412
std::optional< float > surgery_skill_multiplier
Definition: mapdata.h:521

References map::furn(), get_map(), map::points_in_radius(), pos(), and furn_t::surgery_skill_multiplier.

Referenced by bionics_adjusted_skill().

◆ environmental_revert_effect()

void Character::environmental_revert_effect ( )

Definition at line 776 of file character_turn.cpp.

777{
778 addictions.clear();
779 morale->clear();
780
783 set_thirst( 0 );
784 set_fatigue( 0 );
785 set_healthy( 0 );
786 set_healthy_mod( 0 );
787 set_stim( 0 );
788 set_pain( 0 );
789 set_painkiller( 0 );
790 set_rad( 0 );
792
795}
virtual void set_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4455
virtual void set_healthy_mod(int nhealthy_mod)
Definition: character.cpp:4260
virtual void set_stored_kcal(int kcal)
Setters for need values exclusive to characters.
Definition: character.cpp:4316
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:782
virtual void set_healthy(int nhealthy)
Setters for health values exclusive to characters.
Definition: character.cpp:4248
virtual void set_thirst(int nthirst)
Definition: character.cpp:4428
void set_all_parts_hp_to_max()
Definition: creature.cpp:1633

References addictions, max_stored_kcal(), morale, recalc_sight_limits(), reset_encumbrance(), Creature::set_all_parts_hp_to_max(), set_fatigue(), set_healthy(), set_healthy_mod(), set_pain(), set_painkiller(), set_rad(), set_sleep_deprivation(), set_stim(), set_stored_kcal(), and set_thirst().

◆ exclusive_flag_coverage()

body_part_set Character::exclusive_flag_coverage ( const std::string &  flag) const

Bitset of all the body parts covered only with items with flag (or nothing)

Definition at line 4050 of file character.cpp.

4051{
4053
4054 for( const auto &elem : worn ) {
4055 if( !elem.has_flag( flag ) ) {
4056 // Unset the parts covered by this item
4057 ret &= ~elem.get_covered_body_parts();
4058 }
4059 }
4060
4061 return ret;
4062}
static body_part_set all()
Definition: bodypart.h:235

References body_part_set::all(), cata::hash64_detail::ret, and worn.

Referenced by apply_wetness_morale(), mut_cbm_encumb(), mutation_attacks(), reset_stats(), and swim_speed().

◆ expose_to_disease()

void Character::expose_to_disease ( diseasetype_id  dis_type)

Determine if character is susceptible to dis_type and if so apply the symptoms.

Definition at line 1550 of file character.cpp.

1551{
1552 const std::optional<int> &healt_thresh = dis_type->health_threshold;
1553 if( healt_thresh && healt_thresh.value() < get_healthy() ) {
1554 return;
1555 }
1556 const std::set<body_part> &bps = dis_type->affected_bodyparts;
1557 if( !bps.empty() ) {
1558 for( const body_part &bp : bps ) {
1559 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), bp,
1560 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1561 }
1562 } else {
1563 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), num_bp,
1564 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1565 }
1566}
virtual int get_healthy() const
Getters for health values exclusive to characters.
Definition: character.cpp:4147
time_duration min_duration
Definition: disease.h:26
std::optional< int > health_threshold
If not empty this sets the health threshold above which you're immune to the disease.
Definition: disease.h:33
int max_intensity
Definition: disease.h:29
efftype_id symptoms
effect applied by this disease
Definition: disease.h:35
std::set< body_part > affected_bodyparts
Affected body parts.
Definition: disease.h:31
int min_intensity
Definition: disease.h:28
time_duration max_duration
Definition: disease.h:27

References Creature::add_effect(), disease_type::affected_bodyparts, get_healthy(), disease_type::health_threshold, disease_type::max_duration, disease_type::max_intensity, disease_type::min_duration, disease_type::min_intensity, num_bp, rng(), and disease_type::symptoms.

Referenced by eat().

◆ extended_description()

std::string Character::extended_description ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 6481 of file character.cpp.

6482{
6483 std::string ss;
6484 if( is_player() ) {
6485 // <bad>This is me, <player_name>.</bad>
6486 ss += string_format( _( "This is you - %s." ), name );
6487 } else {
6488 ss += string_format( _( "This is %s, %s" ), name, male ? _( "Male" ) : _( "Female" ) );
6489 }
6490
6491 ss += "\n--\n";
6492
6493 const std::vector<bodypart_id> &bps = get_all_body_parts( true );
6494 // Find length of bp names, to align
6495 // accumulate looks weird here, any better function?
6496 int longest = std::accumulate( bps.begin(), bps.end(), 0,
6497 []( int m, bodypart_id bp ) {
6498 return std::max( m, utf8_width( body_part_name_as_heading( bp->token, 1 ) ) );
6499 } );
6500
6501 // This is a stripped-down version of the body_window function
6502 // This should be extracted into a separate function later on
6503 for( const bodypart_id &bp : bps ) {
6504 // Hide appendix from the player
6505 if( bp->id.str() == "num_bp" ) {
6506 continue;
6507 }
6508 const std::string &bp_heading = body_part_name_as_heading( bp->token, 1 );
6509
6510 const nc_color state_col = limb_color( bp, true, true, true );
6511 nc_color name_color = state_col;
6512 std::pair<std::string, nc_color> hp_bar = get_hp_bar( get_part_hp_cur( bp ), get_part_hp_max( bp ),
6513 false );
6514
6515 ss += colorize( left_justify( bp_heading, longest ), name_color );
6516 ss += colorize( hp_bar.first, hp_bar.second );
6517 // Trailing bars. UGLY!
6518 // TODO: Integrate into get_hp_bar somehow
6519 ss += colorize( std::string( 5 - utf8_width( hp_bar.first ), '.' ), c_white );
6520 ss += "\n";
6521 }
6522
6523 ss += "--\n";
6524 ss += _( "Wielding:" ) + std::string( " " );
6525 if( weapon.is_null() ) {
6526 ss += _( "Nothing" );
6527 } else {
6528 ss += weapon.tname();
6529 }
6530
6531 ss += "\n";
6532 ss += _( "Wearing:" ) + std::string( " " );
6533 ss += enumerate_as_string( worn.begin(), worn.end(), []( const item & it ) {
6534 return it.tname();
6535 } );
6536
6537 return replace_colors( ss );
6538}
std::string left_justify(const std::string &str, const int width, const bool ignore_tags)
bool male
Definition: character.h:1559
std::string replace_colors(std::string text)
Replace special color tags (e.g.

References _, body_part_name_as_heading(), c_white, colorize(), enumerate_as_string(), Creature::get_all_body_parts(), get_hp_bar(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), int_id< T >::id(), item::is_null(), Creature::is_player(), left_justify(), limb_color(), male, name, replace_colors(), string_format(), item::tname(), utf8_width(), weapon, and worn.

Referenced by npc::extended_description().

◆ extraEncumbrance()

int Character::extraEncumbrance ( layer_level  level,
int  bp 
) const

Get encumbrance penalty per layer & body part.

Definition at line 3696 of file character.cpp.

3697{
3698 return encumbrance_cache->elems[bp].layer_penalty_details[static_cast<int>( level )].total;
3699}

References encumbrance_cache.

◆ fall_asleep() [1/2]

void Character::fall_asleep ( )

Adds "sleep" to the player.

Definition at line 9246 of file character.cpp.

9247{
9248 // Communicate to the player that he is using items on the floor
9249 std::string item_name = is_snuggling();
9250 if( item_name == "many" ) {
9251 if( one_in( 15 ) ) {
9252 add_msg_if_player( _( "You nestle your pile of clothes for warmth." ) );
9253 } else {
9254 add_msg_if_player( _( "You use your pile of clothes for warmth." ) );
9255 }
9256 } else if( item_name != "nothing" ) {
9257 if( one_in( 15 ) ) {
9258 add_msg_if_player( _( "You snuggle your %s to keep warm." ), item_name );
9259 } else {
9260 add_msg_if_player( _( "You use your %s to keep warm." ), item_name );
9261 }
9262 }
9264 if( get_stored_kcal() > max_stored_kcal() - bmr() / 4 &&
9266 if( is_avatar() ) {
9267 g->memorial().add( pgettext( "memorial_male", "Entered hibernation." ),
9268 pgettext( "memorial_female", "Entered hibernation." ) );
9269 }
9270
9271 add_msg_if_player( _( "You enter hibernation." ) );
9272 fall_asleep( 7_days );
9273 } else {
9275 _( "You need to be nearly full of food and water to enter hibernation." ) );
9276 }
9277 }
9278
9279 fall_asleep( 10_hours ); // default max sleep time.
9280}
static const trait_id trait_HIBERNATE("HIBERNATE")
int bmr() const
Definition: character.cpp:6838
std::string is_snuggling() const
Checks to see if the player is using floor items to keep warm, and return the name of one such item i...
Definition: character.cpp:9299

References _, Creature::add_msg_if_player(), bmr(), fall_asleep(), g, get_stored_kcal(), get_thirst(), has_active_mutation(), Creature::is_avatar(), is_snuggling(), m_bad, max_stored_kcal(), one_in(), pgettext(), thirsty, and trait_HIBERNATE.

Referenced by check_needs_extremes(), fall_asleep(), iexamine::flower_poppy(), hardcoded_effects(), introduce_into_anesthesia(), marloss_common(), iuse::mycus(), process_one_effect(), suffer_from_stimulants(), suffer_while_awake(), try_reject_mutagen(), activity_handlers::try_sleep_do_turn(), and mutagen_iv_actor::use().

◆ fall_asleep() [2/2]

void Character::fall_asleep ( const time_duration duration)

Definition at line 9282 of file character.cpp.

9283{
9284 if( activity ) {
9285 if( activity.id() == ACT_TRY_SLEEP ) {
9287 } else {
9289 }
9290 }
9291 add_effect( effect_sleep, duration );
9292}
void cancel_activity()
Definition: character.cpp:9206
void set_to_null()
This replaces the former usage act.type = ACT_NULL

References ACT_TRY_SLEEP, activity, Creature::add_effect(), cancel_activity(), effect_sleep, player_activity::id(), and player_activity::set_to_null().

◆ fall_damage_mod()

float Character::fall_damage_mod ( ) const
overridevirtual

Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels)

Dexterity decreases damage from falling Dodge decreases damage from falling

Implements Creature.

Definition at line 10632 of file character.cpp.

10633{
10634 if( has_effect_with_flag( "EFFECT_FEATHER_FALL" ) ) {
10635 return 0.0f;
10636 }
10637 float ret = 1.0f;
10638
10639 // Ability to land properly is 2x as important as dexterity itself
10640 /** @EFFECT_DEX decreases damage from falling */
10641
10642 /** @EFFECT_DODGE decreases damage from falling */
10643 float dex_dodge = dex_cur / 2.0 + get_skill_level( skill_dodge );
10644 // Penalize for wearing heavy stuff
10645 const float average_leg_encumb = ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) / 2.0;
10646 dex_dodge -= ( average_leg_encumb + encumb( bp_torso ) ) / 10;
10647 // But prevent it from increasing damage
10648 dex_dodge = std::max( 0.0f, dex_dodge );
10649 // 100% damage at 0, 75% at 10, 50% at 20 and so on
10650 ret *= ( 100.0f - ( dex_dodge * 4.0f ) ) / 100.0f;
10651
10652 if( has_trait( trait_PARKOUR ) ) {
10653 ret *= 2.0f / 3.0f;
10654 }
10655
10656 // TODO: Bonus for Judo, mutations. Penalty for heavy weight (including mutations)
10657 return std::max( 0.0f, ret );
10658}
static const trait_id trait_PARKOUR("PARKOUR")
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1208

References bp_leg_l, bp_leg_r, bp_torso, dex_cur, encumb(), get_skill_level(), Creature::has_effect_with_flag(), has_trait(), cata::hash64_detail::ret, skill_dodge, and trait_PARKOUR.

Referenced by impact(), and iexamine::ledge().

◆ feed_furnace_with()

bool Character::feed_furnace_with ( item it)

Recharge CBMs whenever possible.

Returns
true when recharging was successful.

Definition at line 1277 of file consumption.cpp.

1278{
1279 if( !can_feed_furnace_with( it ) ) {
1280 return false;
1281 }
1282 if( it.is_favorite &&
1283 !g->u.query_yn( _( "Are you sure you want to eat your favorited %s?" ), it.tname() ) ) {
1284 return false;
1285 }
1286
1287 const int consumed_charges = std::min( it.charges, it.charges_per_volume( furnace_max_volume ) );
1289
1290 if( energy == 0 ) {
1292 _( "You digest your %s, but fail to acquire energy from it." ),
1293 _( "<npcname> digests their %s for energy, but fails to acquire energy from it." ),
1294 it.tname() );
1295 } else if( is_max_power() ) {
1297 _( "You digest your %s, but you're fully powered already, so the energy is wasted." ),
1298 _( "<npcname> digests a %s for energy, they're fully powered already, so the energy is wasted." ),
1299 it.tname() );
1300 } else {
1301 const int profitable_energy = std::min( energy,
1303 if( it.count_by_charges() ) {
1305 vgettext( "You digest %d %s and recharge %d point of energy.",
1306 "You digest %d %s and recharge %d points of energy.",
1307 profitable_energy
1308 ),
1309 vgettext( "<npcname> digests %d %s and recharges %d point of energy.",
1310 "<npcname> digests %d %s and recharges %d points of energy.",
1311 profitable_energy
1312 ), consumed_charges, it.tname(), profitable_energy
1313 );
1314 } else {
1316 vgettext( "You digest your %s and recharge %d point of energy.",
1317 "You digest your %s and recharge %d points of energy.",
1318 profitable_energy
1319 ),
1320 vgettext( "<npcname> digests a %s and recharges %d point of energy.",
1321 "<npcname> digests a %s and recharges %d points of energy.",
1322 profitable_energy
1323 ), it.tname(), profitable_energy
1324 );
1325 }
1326 mod_power_level( units::from_kilojoule( profitable_energy ) );
1327 }
1328
1329 it.charges -= consumed_charges;
1330 mod_moves( -250 );
1331
1332 return true;
1333}
int get_acquirable_energy(const item &it, rechargeable_cbm cbm) const
bool can_feed_furnace_with(const item &it) const
Determine character's capability of recharging their CBMs.
bool is_max_power() const
Definition: character.cpp:1927
bool is_favorite
Definition: item.h:2236
quantity< int, energy_in_joule_tag > energy
Definition: units_energy.h:16
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_msg_player_or_npc(), can_feed_furnace_with(), item::charges, item::charges_per_volume(), item::count_by_charges(), units::from_kilojoule(), furnace, furnace_max_volume, g, get_acquirable_energy(), get_max_power_level(), get_power_level(), item::is_favorite, is_max_power(), m_info, Creature::mod_moves(), mod_power_level(), item::tname(), units::to_kilojoule(), and vgettext().

Referenced by consume_item().

◆ find_remote_fuel()

itype_id Character::find_remote_fuel ( bool  look_only = false)

Find fuel used by remote powered bionic.

Definition at line 1434 of file bionics.cpp.

1435{
1436 itype_id remote_fuel;
1437 map &here = get_map();
1438
1439 const std::vector<item *> cables = items_with( []( const item & it ) {
1440 return it.active && it.has_flag( flag_CABLE_SPOOL );
1441 } );
1442
1443 for( const item *cable : cables ) {
1444
1445 const std::optional<tripoint> target = cable->get_cable_target( this, pos() );
1446 if( !target ) {
1447 if( here.is_outside( pos() ) && !is_night( calendar::turn ) &&
1448 cable->get_var( "state" ) == "solar_pack_link" ) {
1449 if( !look_only ) {
1450 set_value( "sunlight", "1" );
1451 }
1452 remote_fuel = fuel_type_sun_light;
1453 }
1454
1455 if( cable->get_var( "state" ) == "UPS_link" ) {
1456 static const item_filter used_ups = [&]( const item & itm ) {
1457 return itm.get_var( "cable" ) == "plugged_in";
1458 };
1459 if( !look_only ) {
1460 if( has_charges( itype_UPS_off, 1, used_ups ) ) {
1462 units::to_kilojoule( max_power_level ), used_ups ) ) );
1463 } else if( has_charges( itype_adv_UPS_off, 1, used_ups ) ) {
1465 units::to_kilojoule( max_power_level ), used_ups ) ) );
1466 } else {
1467 set_value( "rem_battery", std::to_string( 0 ) );
1468 }
1469 }
1470 remote_fuel = fuel_type_battery;
1471 }
1472 continue;
1473 }
1474 const optional_vpart_position vp = here.veh_at( *target );
1475 if( !vp ) {
1476 continue;
1477 }
1478 if( !look_only ) {
1479 set_value( "rem_battery", std::to_string( vp->vehicle().fuel_left( fuel_type_battery,
1480 true ) ) );
1481 }
1482 remote_fuel = fuel_type_battery;
1483 }
1484
1485 return remote_fuel;
1486}
static const itype_id fuel_type_battery("battery")
bool is_night(const time_point &p)
Returns true if it's currently night time - after dusk and before dawn.
Definition: calendar.cpp:137
units::energy max_power_level
Definition: character.h:2245
bool is_outside(const tripoint &p) const
Definition: map.cpp:2624
int charges_of(const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
Count maximum available charges from this instance and any contained items.
Definition: visitable.cpp:944

References item::active, visitable< Character >::charges_of(), flag_CABLE_SPOOL(), fuel_type_battery, fuel_type_sun_light, get_map(), has_charges(), item::has_flag(), is_night(), map::is_outside(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, max_power_level, pos(), Creature::set_value(), units::to_kilojoule(), to_string(), calendar::turn, and map::veh_at().

Referenced by burn_fuel(), iuse::cable_attach(), draw_bionics_titlebar(), and process_bionic().

◆ flag_encumbrance()

void Character::flag_encumbrance ( )

Flag encumbrance for updating.

Definition at line 1748 of file character.cpp.

1749{
1750 check_encumbrance = true;
1751}

References check_encumbrance.

Referenced by monexamine::attach_bag_to(), item::on_drop(), item::on_pickup(), and item::on_wield().

◆ floor_bedding_warmth()

int Character::floor_bedding_warmth ( const tripoint pos)
static

Warmth from terrain, furniture, vehicle furniture and traps.

Can be negative.

Definition at line 9442 of file character.cpp.

9443{
9444 map &here = get_map();
9445 const trap &trap_at_pos = here.tr_at( pos );
9446 const ter_id ter_at_pos = here.ter( pos );
9447 const furn_id furn_at_pos = here.furn( pos );
9448 int floor_bedding_warmth = 0;
9449
9450 const optional_vpart_position vp = here.veh_at( pos );
9451 const std::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
9452 // Search the floor for bedding
9453 if( furn_at_pos != f_null ) {
9455 } else if( !trap_at_pos.is_null() ) {
9457 } else if( boardable ) {
9458 floor_bedding_warmth += boardable->info().floor_bedding_warmth;
9459 } else if( ter_at_pos == t_improvised_shelter ) {
9460 floor_bedding_warmth -= 500;
9461 } else {
9462 floor_bedding_warmth -= 2000;
9463 }
9464
9465 return floor_bedding_warmth;
9466}
static int floor_bedding_warmth(const tripoint &pos)
Warmth from terrain, furniture, vehicle furniture and traps.
Definition: character.cpp:9442
const T & obj() const
Definition: ammo_effect.cpp:26
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5235
ter_id ter(const tripoint &p) const
Definition: map.cpp:1562
std::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2482
ter_id t_improvised_shelter
Definition: mapdata.cpp:718
int floor_bedding_warmth
Definition: mapdata.h:508
Definition: trap.h:86
int floor_bedding_warmth
Definition: trap.h:120

References f_null, floor_bedding_warmth(), furn_t::floor_bedding_warmth, trap::floor_bedding_warmth, map::furn(), get_map(), trap::is_null(), int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), t_improvised_shelter, map::ter(), map::tr_at(), and map::veh_at().

Referenced by floor_bedding_warmth(), and floor_warmth().

◆ floor_item_warmth()

int Character::floor_item_warmth ( const tripoint pos)
static

Warmth from clothing on the floor.

Definition at line 9468 of file character.cpp.

9469{
9470 int item_warmth = 0;
9471
9472 const auto warm = [&item_warmth]( const auto & stack ) {
9473 for( const item &elem : stack ) {
9474 if( !elem.is_armor() ) {
9475 continue;
9476 }
9477 // Items that are big enough and covers the torso are used to keep warm.
9478 // Smaller items don't do as good a job
9479 if( elem.volume() > 250_ml &&
9480 ( elem.covers( bp_torso ) || elem.covers( bp_leg_l ) ||
9481 elem.covers( bp_leg_r ) ) ) {
9482 item_warmth += 60 * elem.get_warmth() * elem.volume() / 2500_ml;
9483 }
9484 }
9485 };
9486
9487 map &here = get_map();
9488 if( !!here.veh_at( pos ) ) {
9489 if( const std::optional<vpart_reference> vp = here.veh_at( pos ).part_with_feature( VPFLAG_CARGO,
9490 false ) ) {
9491 vehicle *const veh = &vp->vehicle();
9492 const int cargo = vp->part_index();
9493 vehicle_stack vehicle_items = veh->get_items( cargo );
9494 warm( vehicle_items );
9495 }
9496 return item_warmth;
9497 }
9498 map_stack floor_items = here.i_at( pos );
9499 warm( floor_items );
9500 return item_warmth;
9501}
A vehicle as a whole with all its components.
Definition: vehicle.h:676
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:252
vehicle_stack get_items(int part) const
Definition: vehicle.cpp:5470
@ VPFLAG_CARGO
Definition: veh_type.h:62

References bp_leg_l, bp_leg_r, bp_torso, vehicle::get_items(), get_map(), map::i_at(), optional_vpart_position::part_with_feature(), pos(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by floor_warmth().

◆ floor_warmth()

int Character::floor_warmth ( const tripoint pos) const

Final warmth from the floor.

Definition at line 9503 of file character.cpp.

9504{
9505 const int item_warmth = floor_item_warmth( pos );
9506 int bedding_warmth = floor_bedding_warmth( pos );
9507
9508 // If the PC has fur, etc, that will apply too
9509 int floor_mut_warmth = bodytemp_modifier_traits_floor();
9510 // DOWN does not provide floor insulation, though.
9511 // Better-than-light fur or being in one's shell does.
9512 if( ( !( has_trait( trait_DOWN ) ) ) && ( floor_mut_warmth >= 200 ) ) {
9513 bedding_warmth = std::max( 0, bedding_warmth );
9514 }
9515 return ( item_warmth + bedding_warmth + floor_mut_warmth );
9516}
static const trait_id trait_DOWN("DOWN")
static int floor_item_warmth(const tripoint &pos)
Warmth from clothing on the floor.
Definition: character.cpp:9468
int bodytemp_modifier_traits_floor() const
Correction factor of the body temperature due to traits and mutations for player lying on the floor.
Definition: character.cpp:9527

References bodytemp_modifier_traits_floor(), floor_bedding_warmth(), floor_item_warmth(), has_trait(), pos(), and trait_DOWN.

Referenced by update_bodytemp().

◆ footwear_factor()

double Character::footwear_factor ( ) const

Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.

Definition at line 8909 of file character.cpp.

8910{
8911 double ret = 0;
8912 if( wearing_something_on( bodypart_id( "foot_l" ) ) ) {
8913 ret += .5;
8914 }
8915 if( wearing_something_on( bodypart_id( "foot_r" ) ) ) {
8916 ret += .5;
8917 }
8918 return ret;
8919}

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by is_immune_effect(), game::knockback(), rooted(), run_cost(), and game::walk_move().

◆ forced_dismount()

void Character::forced_dismount ( )

Definition at line 1074 of file character.cpp.

1075{
1077 bool mech = false;
1078 if( mounted_creature ) {
1079 auto mon = mounted_creature.get();
1080 if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->type->mech_weapon.is_empty() ) {
1081 mech = true;
1083 }
1084 mon->mounted_player_id = character_id();
1085 mon->remove_effect( effect_ridden );
1086 mon->add_effect( effect_ai_waiting, 5_turns );
1087 mounted_creature = nullptr;
1088 mon->mounted_player = nullptr;
1089 }
1090 std::vector<tripoint> valid;
1091 for( const tripoint &jk : get_map().points_in_radius( pos(), 1 ) ) {
1092 if( g->is_empty( jk ) ) {
1093 valid.push_back( jk );
1094 }
1095 }
1096 if( !valid.empty() ) {
1097 setpos( random_entry( valid ) );
1098 if( mech ) {
1099 add_msg_player_or_npc( m_bad, _( "You are ejected from your mech!" ),
1100 _( "<npcname> is ejected from their mech!" ) );
1101 } else {
1102 add_msg_player_or_npc( m_bad, _( "You fall off your mount!" ),
1103 _( "<npcname> falls off their mount!" ) );
1104 }
1105 const int dodge = get_dodge();
1106 const int damage = std::max( 0, rng( 1, 20 ) - rng( dodge, dodge * 2 ) );
1107 bodypart_id hit( "num_bp" );
1108 switch( rng( 1, 10 ) ) {
1109 case 1:
1110 if( one_in( 2 ) ) {
1111 hit = bodypart_id( "foot_l" );
1112 } else {
1113 hit = bodypart_id( "foot_r" );
1114 }
1115 break;
1116 case 2:
1117 case 3:
1118 case 4:
1119 if( one_in( 2 ) ) {
1120 hit = bodypart_id( "leg_l" );
1121 } else {
1122 hit = bodypart_id( "leg_r" );
1123 }
1124 break;
1125 case 5:
1126 case 6:
1127 case 7:
1128 if( one_in( 2 ) ) {
1129 hit = bodypart_id( "arm_l" );
1130 } else {
1131 hit = bodypart_id( "arm_r" );
1132 }
1133 break;
1134 case 8:
1135 case 9:
1136 hit = bodypart_id( "torso" );
1137 break;
1138 case 10:
1139 hit = bodypart_id( "head" );
1140 break;
1141 }
1142 if( damage > 0 ) {
1143 add_msg_if_player( m_bad, _( "You hurt yourself!" ) );
1144 deal_damage( nullptr, hit, damage_instance( DT_BASH, damage ) );
1145 if( is_avatar() ) {
1146 g->memorial().add(
1147 pgettext( "memorial_male", "Fell off a mount." ),
1148 pgettext( "memorial_female", "Fell off a mount." ) );
1149 }
1151 }
1152 add_effect( effect_downed, 5_turns, num_bp );
1153 } else {
1154 add_msg( m_debug, "Forced_dismount could not find a square to deposit player" );
1155 }
1156 if( is_avatar() ) {
1157 if( g->u.get_grab_type() != OBJECT_NONE ) {
1158 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1159 g->u.grab( OBJECT_NONE );
1160 }
1162 if( g->u.is_auto_moving() || g->u.has_destination() || g->u.has_destination_activity() ) {
1163 g->u.clear_destination();
1164 }
1165 g->update_map( g->u );
1166 }
1167 if( activity ) {
1169 }
1170 moves -= 150;
1171}
static const efftype_id effect_downed("downed")
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8437
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1872

References _, Creature::add_msg_player_or_npc(), character_id, effect_ai_waiting, effect_ridden, effect_riding, g, get_dodge(), get_map(), m_bad, MF_RIDEABLE_MECH, mounted_creature, points_in_radius(), pos(), random_entry(), Creature::remove_effect(), visitable< Character >::remove_item(), rng(), setpos(), and weapon.

Referenced by Creature::add_effect(), check_mount_is_spooked(), monster::die(), and monster::setpos().

◆ fuel_bionic_with()

bool Character::fuel_bionic_with ( item it)

Definition at line 1335 of file consumption.cpp.

1336{
1337 if( !can_fuel_bionic_with( it ) ) {
1338 return false;
1339 }
1340
1342 const std::string str_loaded = get_value( it.typeId().str() );
1343
1344 const int fuel_multiplier = get_bionic_state( bio ).info().fuel_multiplier;
1345
1346 int loadable = std::min( it.charges * fuel_multiplier, get_fuel_capacity( it.typeId() ) );
1347 int loaded = 0;
1348
1349 if( !str_loaded.empty() ) {
1350 loaded = std::stoi( str_loaded );
1351 }
1352
1353 const std::string new_charge = std::to_string( loadable + loaded );
1354
1355 loadable = std::ceil( loadable / fuel_multiplier );
1356 it.charges -= loadable;
1357 // Type and amount of fuel
1358 set_value( it.typeId().str(), new_charge );
1361 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1362 vgettext( "You load %1$i charge of %2$s in your %3$s.",
1363 "You load %1$i charges of %2$s in your %3$s.", loadable ),
1364 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1365 vgettext( "<npcname> load %1$i charge of %2$s in their %3$s.",
1366 "<npcname> load %1$i charges of %2$s in their %3$s.", loadable ), loadable, it.tname(), bio->name );
1367 mod_moves( -250 );
1368 return true;
1369}
bionic_id get_most_efficient_bionic(const std::vector< bionic_id > &bids) const
Return bionic_id of bionic of most fuel efficient bionic.
Definition: character.cpp:1877
bool can_fuel_bionic_with(const item &it) const
Returns true if the character can fuel a bionic with the item.
Definition: character.cpp:1835
int get_fuel_capacity(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2020
int fuel_multiplier
Multiplies the amount of fuel when loading into the bionic storage.
Definition: bionics.h:73

References Creature::add_msg_player_or_npc(), can_fuel_bionic_with(), item::charges, bionic_data::fuel_multiplier, get_bionic_fueled_with(), get_bionic_state(), get_fuel_capacity(), get_most_efficient_bionic(), Creature::get_value(), bionic::info(), m_info, Creature::mod_moves(), bionic_data::name, Creature::set_value(), string_id< T >::str(), item::tname(), to_string(), item::typeId(), update_fuel_storage(), and vgettext().

Referenced by consume_item().

◆ fun_for()

std::pair< int, int > Character::fun_for ( const item comest) const

Handles the enjoyability value for a comestible.

First value is enjoyability, second is cap.

Definition at line 470 of file consumption.cpp.

471{
472 if( !comest.is_comestible() ) {
473 return std::pair<int, int>( 0, 0 );
474 }
475
476 // As float to avoid rounding too many times
477 float fun = comest.get_comestible_fun();
478 float fun_max;
479
480 // Lupines/Felines like dog/cat food. Won't skip the rotting check.
481 // This is specifically so that Lupines/Felines don't get the harsher
482 // morale penalties from rotting cat/dog food.
483 if( ( comest.has_flag( flag_LUPINE ) && has_trait( trait_THRESH_LUPINE ) ) ||
484 ( comest.has_flag( flag_FELINE ) && has_trait( trait_THRESH_FELINE ) ) ) {
485 if( fun < 0 ) {
486 fun = -fun / 2;
487 }
488 }
489
490 const float relative_rot = comest.get_relative_rot();
491
492 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) && !has_trait( trait_SAPROVORE ) ) {
493 // Rotten food should be pretty disgusting.
494 // Baseline minumum is the same as eating raw meat as a normal human being.
495 fun = std::min( fun - 5, -10.0f );
496 fun_max = fun * 6;
497 } else {
498 // Food is less enjoyable when eaten too often.
499 if( fun > 0 || comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
500 for( const consumption_event &event : consumption_history->elems ) {
501 if( event.time > calendar::turn - 2_days && event.type_id == comest.typeId() &&
502 event.component_hash == comest.make_component_hash() ) {
503 fun -= comest.get_comestible()->monotony_penalty;
504 // This effect can't drop fun below 0, unless the food has the right flag.
505 // 0 is the lowest we'll go, no need to keep looping.
506 if( fun <= 0 && !comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
507 fun = 0;
508 break;
509 }
510 }
511 }
512 }
513
514 fun_max = fun < 0 ? fun * 6 : fun * 3;
515
516 // I'd assume since gourmands are just big eaters they still can't stand rotten food.
517 if( has_trait( trait_GOURMAND ) ) {
518 if( fun < -1 ) {
519 fun_max = fun;
520 fun /= 2;
521 } else if( fun > 0 ) {
522 fun_max *= 3;
523 fun = fun * 3 / 2;
524 }
525 }
526 }
527
528 return { static_cast< int >( fun ), static_cast< int >( fun_max ) };
529}
uint64_t make_component_hash() const
Creates a hash from the itype_ids of this item's components.
Definition: item.cpp:8913
int get_comestible_fun() const
Definition: item.cpp:5482
static const std::string flag_NEGATIVE_MONOTONY_OK("NEGATIVE_MONOTONY_OK")
time_point time
Definition: consumption.h:15
uint64_t component_hash
Definition: consumption.h:17
itype_id type_id
Definition: consumption.h:16

References consumption_event::component_hash, consumption_history, flag_FELINE(), flag_LUPINE(), flag_NEGATIVE_MONOTONY_OK(), item::get_comestible(), item::get_comestible_fun(), item::get_relative_rot(), item::has_flag(), has_trait(), item::is_comestible(), item::make_component_hash(), consumption_event::time, trait_GOURMAND, trait_SAPROPHAGE, trait_SAPROVORE, trait_THRESH_FELINE, trait_THRESH_LUPINE, calendar::turn, consumption_event::type_id, and item::typeId().

Referenced by comestible_inventory_preset::comestible_inventory_preset(), find_auto_consume(), item::food_info(), and modify_morale().

◆ get_acquirable_energy() [1/2]

int Character::get_acquirable_energy ( const item it) const

Definition at line 1430 of file consumption.cpp.

1431{
1433}

References get_acquirable_energy(), and get_cbm_rechargeable_with().

◆ get_acquirable_energy() [2/2]

int Character::get_acquirable_energy ( const item it,
rechargeable_cbm  cbm 
) const

Definition at line 1384 of file consumption.cpp.

1385{
1386 switch( cbm ) {
1388 break;
1389
1391 if( it.charges > 0 ) {
1392 const auto iter = plut_charges.find( it.typeId() );
1393 return iter != plut_charges.end() ? it.charges * iter->second : 0;
1394 }
1395
1396 break;
1397
1399 units::volume consumed_vol = it.volume();
1400 units::mass consumed_mass = it.weight();
1402 const double n_stacks = static_cast<double>( it.charges_per_volume( furnace_max_volume ) ) /
1403 it.type->stack_size;
1404 consumed_vol = it.type->volume * n_stacks;
1405 // it.type->weight is in 10g units?
1406 consumed_mass = it.type->weight * 10 * n_stacks;
1407 }
1408 int amount = ( consumed_vol / 250_ml + consumed_mass / 1_gram ) / 9;
1409
1410 // TODO: JSONize.
1411 if( it.made_of( material_id( "leather" ) ) ) {
1412 amount /= 4;
1413 }
1414 if( it.made_of( material_id( "wood" ) ) ) {
1415 amount /= 2;
1416 }
1417
1418 return amount;
1419 }
1422 const int to_consume = std::min( it.charges, bid->fuel_capacity );
1423 const int to_charge = static_cast<int>( it.fuel_energy() * to_consume * bid->fuel_efficiency );
1424 return to_charge;
1425 }
1426
1427 return 0;
1428}
const std::map< itype_id, int > plut_charges
int fuel_capacity
How much fuel this bionic can hold.
Definition: bionics.h:69
units::mass weight
Weight of item ( or each stack member )
Definition: itype.h:965
int stack_size
Number of items per above volume for count_by_charges items.
Definition: itype.h:982
units::volume volume
Space occupied by items of this type CAUTION: value given is for a default-sized stack.
Definition: itype.h:974

References item::charges, item::charges_per_volume(), item::count_by_charges(), bionic_data::fuel_capacity, bionic_data::fuel_efficiency, item::fuel_energy(), furnace, furnace_max_volume, get_bionic_fueled_with(), get_most_efficient_bionic(), item::made_of(), none, other, plut_charges, reactor, itype::stack_size, item::type, item::typeId(), item::volume(), itype::volume, item::weight(), and itype::weight.

Referenced by feed_furnace_with(), and get_acquirable_energy().

◆ get_all_armor_type()

std::map< bodypart_id, int > Character::get_all_armor_type ( damage_type  dt,
const std::map< bodypart_id, std::vector< const item * > > &  clothing_map 
) const

Definition at line 6897 of file character.cpp.

6899{
6900 std::map<bodypart_id, int> ret;
6901 for( const bodypart_id &bp : get_all_body_parts() ) {
6902 ret.emplace( bp, 0 );
6903 }
6904
6905 for( std::pair<const bodypart_id, int> &per_bp : ret ) {
6906 const bodypart_id &bp = per_bp.first;
6907 switch( dt ) {
6908 case DT_TRUE:
6909 case DT_BIOLOGICAL:
6910 // Characters cannot resist this
6911 return ret;
6912 /* BASH, CUT, STAB, and BULLET don't benefit from the clothing_map optimization */
6913 // TODO: Fix that
6914 case DT_BASH:
6915 per_bp.second += get_armor_bash( bp );
6916 break;
6917 case DT_CUT:
6918 per_bp.second += get_armor_cut( bp );
6919 break;
6920 case DT_STAB:
6921 per_bp.second += get_armor_cut( bp ) * 0.8f;
6922 break;
6923 case DT_BULLET:
6924 per_bp.second += get_armor_bullet( bp );
6925 break;
6926 case DT_ACID:
6927 case DT_HEAT:
6928 case DT_COLD:
6929 case DT_ELECTRIC: {
6930 for( const item *it : clothing_map.at( bp ) ) {
6931 per_bp.second += it->damage_resist( dt );
6932 }
6933
6934 per_bp.second += mutation_armor( bp, dt );
6935 break;
6936 }
6937 case DT_NULL:
6938 case NUM_DT:
6939 debugmsg( "Invalid damage type: %d", dt );
6940 return ret;
6941 }
6942 }
6943
6944 return ret;
6945}
int get_armor_cut(bodypart_id bp) const override
Returns overall cutting resistance for the body_part.
Definition: character.cpp:6848
int get_armor_bullet(bodypart_id bp) const override
Returns overall bullet resistance for the body_part.
Definition: character.cpp:6853
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6843
resistances mutation_armor(bodypart_id bp) const
Returns resistances on a body part provided by mutations.
Definition: character.cpp:6408
@ DT_TRUE
Definition: damage.h:22
@ DT_NULL
Definition: damage.h:21
@ NUM_DT
Definition: damage.h:32
@ DT_BIOLOGICAL
Definition: damage.h:23

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, Creature::get_all_body_parts(), get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, and cata::hash64_detail::ret.

Referenced by get_armor_fire().

◆ get_all_skills()

const SkillLevelMap & Character::get_all_skills ( ) const

Definition at line 3317 of file character.cpp.

3318{
3319 return *_skills;
3320}

References _skills.

Referenced by player::has_recipe_requirements(), lighting_crafting_speed_multiplier(), set_skills(), and memorial_logger::write().

◆ get_armor_acid()

int Character::get_armor_acid ( bodypart_id  bp) const

Returns overall acid resistance for the body part.

Definition at line 7028 of file character.cpp.

7029{
7030 return get_armor_type( DT_ACID, bp );
7031}
int get_armor_type(damage_type dt, bodypart_id bp) const override
Returns overall resistance to given type on the bod part.
Definition: character.cpp:6859

References DT_ACID, and get_armor_type().

◆ get_armor_bash()

int Character::get_armor_bash ( bodypart_id  bp) const
overridevirtual

Returns overall bashing resistance for the body_part.

Reimplemented from Creature.

Definition at line 6843 of file character.cpp.

6844{
6846}
int get_armor_bash_base(bodypart_id bp) const override
Returns bashing resistance from the creature and armor only.
Definition: character.cpp:6947
int armor_bash_bonus
Definition: creature.h:828

References Creature::armor_bash_bonus, and get_armor_bash_base().

Referenced by get_all_armor_type(), get_armor_type(), game::get_dangerous_tile(), and game::place_player().

◆ get_armor_bash_base()

int Character::get_armor_bash_base ( bodypart_id  bp) const
overridevirtual

Returns bashing resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 6947 of file character.cpp.

6948{
6949 int ret = 0;
6950 for( auto &i : worn ) {
6951 if( i.covers( bp->token ) ) {
6952 ret += i.bash_resist();
6953 }
6954 }
6955 for( const bionic_id &bid : get_bionics() ) {
6956 const auto bash_prot = bid->bash_protec.find( bp.id() );
6957 if( bash_prot != bid->bash_protec.end() ) {
6958 ret += bash_prot->second;
6959 }
6960 }
6961
6962 ret += mutation_armor( bp, DT_BASH );
6963 return ret;
6964}

References DT_BASH, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bash().

◆ get_armor_bullet()

int Character::get_armor_bullet ( bodypart_id  bp) const
overridevirtual

Returns overall bullet resistance for the body_part.

Reimplemented from Creature.

Definition at line 6853 of file character.cpp.

6854{
6856}
int get_armor_bullet_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:6985
int armor_bullet_bonus
Definition: creature.h:830

References Creature::armor_bullet_bonus, and get_armor_bullet_base().

Referenced by get_all_armor_type(), and get_armor_type().

◆ get_armor_bullet_base()

int Character::get_armor_bullet_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 6985 of file character.cpp.

6986{
6987 int ret = 0;
6988 for( auto &i : worn ) {
6989 if( i.covers( bp->token ) ) {
6990 ret += i.bullet_resist();
6991 }
6992 }
6993
6994 for( const bionic_id &bid : get_bionics() ) {
6995 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
6996 if( bullet_prot != bid->bullet_protec.end() ) {
6997 ret += bullet_prot->second;
6998 }
6999 }
7000
7001 ret += mutation_armor( bp, DT_BULLET );
7002 return ret;
7003}

References DT_BULLET, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bullet().

◆ get_armor_cut()

int Character::get_armor_cut ( bodypart_id  bp) const
overridevirtual

Returns overall cutting resistance for the body_part.

Reimplemented from Creature.

Definition at line 6848 of file character.cpp.

6849{
6850 return get_armor_cut_base( bp ) + armor_cut_bonus;
6851}
int get_armor_cut_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:6966
int armor_cut_bonus
Definition: creature.h:829

References Creature::armor_cut_bonus, and get_armor_cut_base().

Referenced by get_all_armor_type(), get_armor_type(), and map::player_in_field().

◆ get_armor_cut_base()

int Character::get_armor_cut_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 6966 of file character.cpp.

6967{
6968 int ret = 0;
6969 for( auto &i : worn ) {
6970 if( i.covers( bp->token ) ) {
6971 ret += i.cut_resist();
6972 }
6973 }
6974 for( const bionic_id &bid : get_bionics() ) {
6975 const auto cut_prot = bid->cut_protec.find( bp.id() );
6976 if( cut_prot != bid->cut_protec.end() ) {
6977 ret += cut_prot->second;
6978 }
6979 }
6980
6981 ret += mutation_armor( bp, DT_CUT );
6982 return ret;
6983}

References DT_CUT, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_cut().

◆ get_armor_fire()

std::map< bodypart_id, int > Character::get_armor_fire ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns overall fire resistance.

Definition at line 8225 of file character.cpp.

8227{
8228 return get_all_armor_type( DT_HEAT, clothing_map );
8229}
std::map< bodypart_id, int > get_all_armor_type(damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Definition: character.cpp:6897

References DT_HEAT, and get_all_armor_type().

Referenced by update_bodytemp().

◆ get_armor_type()

int Character::get_armor_type ( damage_type  dt,
bodypart_id  bp 
) const
overridevirtual

Returns overall resistance to given type on the bod part.

Implements Creature.

Definition at line 6859 of file character.cpp.

6860{
6861 switch( dt ) {
6862 case DT_TRUE:
6863 case DT_BIOLOGICAL:
6864 return 0;
6865 case DT_BASH:
6866 return get_armor_bash( bp );
6867 case DT_CUT:
6868 return get_armor_cut( bp );
6869 case DT_STAB:
6870 return get_armor_cut( bp ) * 0.8f;
6871 case DT_BULLET:
6872 return get_armor_bullet( bp );
6873 case DT_ACID:
6874 case DT_HEAT:
6875 case DT_COLD:
6876 case DT_ELECTRIC: {
6877 int ret = 0;
6878 for( auto &i : worn ) {
6879 if( i.covers( bp->token ) ) {
6880 ret += i.damage_resist( dt );
6881 }
6882 }
6883
6884 ret += mutation_armor( bp, dt );
6885 return ret;
6886 }
6887 case DT_NULL:
6888 case NUM_DT:
6889 // Let it error below
6890 break;
6891 }
6892
6893 debugmsg( "Invalid damage type: %d", dt );
6894 return 0;
6895}

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, cata::hash64_detail::ret, and worn.

Referenced by map::burn_body_part(), get_armor_acid(), and is_immune_field().

◆ get_auto_move_route()

std::vector< tripoint > & Character::get_auto_move_route ( )

Definition at line 10505 of file character.cpp.

10506{
10507 return auto_move_route;
10508}

References auto_move_route.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), npc::move(), and npc::move_to().

◆ get_base_traits()

std::vector< trait_id > Character::get_base_traits ( ) const

Get the idents of all base traits.

Definition at line 2852 of file newcharacter.cpp.

2853{
2854 return std::vector<trait_id>( my_traits.begin(), my_traits.end() );
2855}

References my_traits.

Referenced by avatar::create(), and set_description().

◆ get_bionic_fueled_with()

std::vector< bionic_id > Character::get_bionic_fueled_with ( const item it) const

Return bionic_id of bionics able to use it as fuel.

Definition at line 1851 of file character.cpp.

1852{
1853 std::vector<bionic_id> bionics;
1854
1855 for( const bionic_id &bid : get_bionics() ) {
1856 for( const itype_id &fuel : bid->fuel_opts ) {
1857 if( fuel == it.typeId() ) {
1858 bionics.emplace_back( bid );
1859 }
1860 }
1861 }
1862
1863 return bionics;
1864}

References get_bionics(), and item::typeId().

Referenced by burn_move_stamina(), fuel_bionic_with(), get_acquirable_energy(), game::on_move_effects(), reset_remote_fuel(), and update_fuel_storage().

◆ get_bionic_state()

bionic & Character::get_bionic_state ( const bionic_id id)

Get state of bionic with given id.

Definition at line 1789 of file character.cpp.

1790{
1791 for( bionic &b : *my_bionics ) {
1792 if( id == b.id ) {
1793 return b;
1794 }
1795 }
1796 debugmsg( "tried to get state of non-existent bionic with id \"%s\"", id );
1797 std::abort();
1798}

References b, debugmsg, and my_bionics.

Referenced by absorb_hit(), npc::activate_bionic_by_id(), npc::check_or_reload_cbm(), npc::deactivate_bionic_by_id(), fuel_bionic_with(), suffer_from_radiation(), and npc::use_bionic_by_id().

◆ get_bionics()

◆ get_cbm_rechargeable_with()

rechargeable_cbm Character::get_cbm_rechargeable_with ( const item it) const

Definition at line 1371 of file consumption.cpp.

1372{
1373 if( can_feed_furnace_with( it ) ) {
1375 }
1376
1377 if( can_fuel_bionic_with( it ) ) {
1379 }
1380
1382}

References can_feed_furnace_with(), can_fuel_bionic_with(), furnace, none, and other.

Referenced by can_consume_for_bionic(), and get_acquirable_energy().

◆ get_check_encumbrance()

bool Character::get_check_encumbrance ( )
inline

Definition at line 2015 of file character.h.

2015 {
2016 return check_encumbrance;
2017 }

References check_encumbrance.

Referenced by process_items().

◆ get_consumable_from()

item & Character::get_consumable_from ( item it) const

Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise.

WARNING: consumable does not necessarily guarantee the comestible type.

Definition at line 1460 of file consumption.cpp.

1461{
1462 if( !it.is_container_empty() && can_consume_as_is( it.contents.front() ) ) {
1463 return it.contents.front();
1464 } else if( can_consume_as_is( it ) ) {
1465 return it;
1466 }
1467
1468 static item null_comestible;
1469 // Since it's not const.
1470 null_comestible = item();
1471 return null_comestible;
1472}

References can_consume_as_is(), item::contents, item_contents::front(), and item::is_container_empty().

Referenced by consume_item(), and find_auto_consume().

◆ get_dependent_worn_items()

std::list< item * > Character::get_dependent_worn_items ( const item it) const

Returns all items that must be taken off before taking off this item.

Definition at line 2410 of file character.cpp.

2411{
2412 std::list<item *> dependent;
2413 // Adds dependent worn items recursively
2414 const std::function<void( const item &it )> add_dependent = [&]( const item & it ) {
2415 for( const item &wit : worn ) {
2416 if( &wit == &it || !wit.is_worn_only_with( it ) ) {
2417 continue;
2418 }
2419 const auto iter = std::find_if( dependent.begin(), dependent.end(),
2420 [&wit]( const item * dit ) {
2421 return &wit == dit;
2422 } );
2423 if( iter == dependent.end() ) { // Not in the list yet
2424 add_dependent( wit );
2425 dependent.push_back( const_cast<item *>( & wit ) );
2426 }
2427 }
2428 };
2429
2430 if( is_worn( it ) ) {
2431 add_dependent( it );
2432 }
2433
2434 return dependent;
2435}

References is_worn(), item::is_worn_only_with(), and worn.

Referenced by can_takeoff(), and pickup::reorder_for_dropping().

◆ get_destination_activity()

player_activity Character::get_destination_activity ( ) const

Definition at line 954 of file character.cpp.

955{
957}

References destination_activity.

Referenced by has_destination_activity(), has_distant_destination(), and start_destination_activity().

◆ get_dex()

◆ get_dex_base()

int Character::get_dex_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4091 of file character.cpp.

4092{
4093 return dex_max;
4094}

References dex_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_dex(), and avatar::get_dex_base().

◆ get_dex_bonus()

int Character::get_dex_bonus ( ) const
virtual

Definition at line 4108 of file character.cpp.

4109{
4110 return dex_bonus;
4111}

References dex_bonus.

Referenced by reset_stats().

◆ get_dodge()

float Character::get_dodge ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 838 of file melee.cpp.

839{
840 //If we're asleep or busy we can't dodge
842 return 0.0f;
843 }
844
845 float ret = Creature::get_dodge();
846 // Chop in half if we are unable to move
849 ret /= 2;
850 }
851
852 if( has_effect( effect_grabbed ) ) {
853 int zed_number = 0;
854 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
855 const monster *const mon = g->critter_at<monster>( dest );
856 if( mon && mon->has_effect( effect_grabbing ) ) {
857 zed_number++;
858 }
859 }
860 ret *= 1.0f - ( 0.25f * zed_number );
861 }
862
863 if( worn_with_flag( "ROLLER_INLINE" ) ||
864 worn_with_flag( "ROLLER_QUAD" ) ||
865 worn_with_flag( "ROLLER_ONE" ) ) {
866 ret /= has_trait( trait_PROF_SKATER ) ? 2 : 5;
867 }
868
870 ret /= 4;
871 }
872
873 // Each dodge after the first subtracts equivalent of 2 points of dodge skill
874 if( dodges_left <= 0 ) {
875 ret += dodges_left * 2 - 2;
876 }
877
878 return std::max( 0.0f, ret );
879}
int dodges_left
Definition: character.h:569
virtual float get_dodge() const
Definition: creature.cpp:1529
static const efftype_id effect_lightsnare("lightsnare")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_bouldering("bouldering")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_heavysnare("heavysnare")
static const trait_id trait_PROF_SKATER("PROF_SKATER")

References dodges_left, effect_beartrap, effect_bouldering, effect_grabbed, effect_grabbing, effect_heavysnare, effect_lightsnare, effect_narcosis, g, Creature::get_dodge(), Creature::has_effect(), has_trait(), in_sleep_state(), pos(), cata::hash64_detail::ret, trait_PROF_SKATER, and worn_with_flag().

Referenced by npc::character_danger(), trapfunc::crossbow(), dodge_roll(), draw_skills_tab(), forced_dismount(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), mattack::science(), trapfunc::shotgun(), and game::update_stair_monsters().

◆ get_dodge_base()

float Character::get_dodge_base ( ) const
overridevirtual

Combat getters.

Dexterity increases dodge base Dodge increases dodge_base

Implements Creature.

Definition at line 5718 of file character.cpp.

5719{
5720 /** @EFFECT_DEX increases dodge base */
5721 /** @EFFECT_DODGE increases dodge_base */
5722 return get_dex() / 2.0f + get_skill_level( skill_dodge );
5723}

References get_dex(), get_skill_level(), and skill_dodge.

◆ get_effective_efficiency()

float Character::get_effective_efficiency ( bionic bio,
float  fuel_efficiency 
)

Applies modifier to fuel_efficiency and returns the resulting efficiency.

Definition at line 1551 of file bionics.cpp.

1552{
1553 const std::optional<float> &coverage_penalty = bio.info().coverage_power_gen_penalty;
1554 float effective_efficiency = fuel_efficiency;
1555 if( coverage_penalty ) {
1556 int coverage = 0;
1557 const std::map< bodypart_str_id, int > &occupied_bodyparts = bio.info().occupied_bodyparts;
1558 for( const std::pair< const bodypart_str_id, int > &elem : occupied_bodyparts ) {
1559 for( const item &i : worn ) {
1560 if( i.covers( elem.first->token ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
1561 !i.has_flag( flag_SEMITANGIBLE ) &&
1562 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
1563 coverage += i.get_coverage();
1564 }
1565 }
1566 }
1567 effective_efficiency = fuel_efficiency * ( 1.0 - ( coverage / ( 100.0 *
1568 occupied_bodyparts.size() ) )
1569 * coverage_penalty.value() );
1570 }
1571 return effective_efficiency;
1572}
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const std::string flag_AURA("AURA")
static const std::string flag_PERSONAL("PERSONAL")
std::optional< float > coverage_power_gen_penalty
Fraction of coverage diminishing fuel_efficiency.
Definition: bionics.h:77

References bionic_data::coverage_power_gen_penalty, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), bionic::info(), bionic_data::occupied_bodyparts, and worn.

Referenced by burn_fuel(), and passive_power_gen().

◆ get_encumbrance() [1/2]

char_encumbrance_data Character::get_encumbrance ( ) const

Get encumbrance for all body parts.

Definition at line 3686 of file character.cpp.

3687{
3688 return *encumbrance_cache;
3689}

References encumbrance_cache.

Referenced by item::on_wear(), character_display::print_encumbrance(), and should_combine_bps().

◆ get_encumbrance() [2/2]

char_encumbrance_data Character::get_encumbrance ( const item new_item) const

Get encumbrance for all body parts as if new_item was also worn.

Definition at line 3691 of file character.cpp.

3692{
3693 return calc_encumbrance( new_item );
3694}

References calc_encumbrance().

◆ get_env_resist()

int Character::get_env_resist ( bodypart_id  bp) const
overridevirtual

Returns overall env_resist on a body_part.

Reimplemented from Creature.

Definition at line 7005 of file character.cpp.

7006{
7007 int ret = 0;
7008 for( auto &i : worn ) {
7009 // Head protection works on eyes too (e.g. baseball cap)
7010 if( i.covers( bp->token ) || ( bp == bodypart_id( "eyes" ) && i.covers( bp_head ) ) ) {
7011 ret += i.get_env_resist();
7012 }
7013 }
7014
7015 for( const bionic_id &bid : get_bionics() ) {
7016 const auto EP = bid->env_protec.find( bp.id() );
7017 if( ( !bid->activated || has_active_bionic( bid ) ) && EP != bid->env_protec.end() ) {
7018 ret += EP->second;
7019 }
7020 }
7021
7022 if( bp == bodypart_id( "eyes" ) && has_trait( trait_SEESLEEP ) ) {
7023 ret += 8;
7024 }
7025 return ret;
7026}
static const trait_id trait_SEESLEEP("SEESLEEP")

References bp_head, get_bionics(), has_active_bionic(), has_trait(), int_id< T >::id(), cata::hash64_detail::ret, trait_SEESLEEP, and worn.

Referenced by iexamine::flower_poppy(), is_immune_field(), and map::player_in_field().

◆ get_faction()

virtual faction * Character::get_faction ( ) const
inlinevirtual

Reimplemented in avatar, and npc.

Definition at line 368 of file character.h.

368 {
369 return nullptr;
370 }

Referenced by complete_craft(), npc::consume_food_from_camp(), basecamp::faction_display(), and npc::has_faction_relationship().

◆ get_fatigue()

◆ get_fatigue_description()

std::pair< std::string, nc_color > Character::get_fatigue_description ( ) const

Definition at line 4402 of file character.cpp.

4403{
4404 int fatigue = get_fatigue();
4405 std::string fatigue_string;
4406 nc_color fatigue_color = c_white;
4408 fatigue_color = c_red;
4409 fatigue_string = _( "Exhausted" );
4410 } else if( fatigue > fatigue_levels::dead_tired ) {
4411 fatigue_color = c_light_red;
4412 fatigue_string = _( "Dead Tired" );
4413 } else if( fatigue > fatigue_levels::tired ) {
4414 fatigue_color = c_yellow;
4415 fatigue_string = _( "Tired" );
4416 }
4417 return std::make_pair( fatigue_string, fatigue_color );
4418}

References _, c_light_red, c_red, c_white, c_yellow, dead_tired, exhausted, fatigue, get_fatigue(), and tired.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), spell::energy_cur_string(), npc::faction_display(), and get_consume_needs_hint().

◆ get_free_bionics_slots()

int Character::get_free_bionics_slots ( const bodypart_id bp) const

Definition at line 2629 of file bionics.cpp.

2630{
2632}
int get_total_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2624
int get_used_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2596

References get_total_bionics_slots(), and get_used_bionics_slots().

Referenced by bionic_installation_issues(), and show_bionics_ui().

◆ get_fuel_available()

std::vector< itype_id > Character::get_fuel_available ( const bionic_id bio) const

Return list of available fuel for this bionic.

Definition at line 1999 of file character.cpp.

2000{
2001 std::vector<itype_id> stored_fuels;
2002 for( const itype_id &fuel : bio->fuel_opts ) {
2003 const item tmp_fuel( fuel );
2004 if( !get_value( fuel.str() ).empty() || tmp_fuel.has_flag( flag_PERPETUAL ) ) {
2005 stored_fuels.emplace_back( fuel );
2006 }
2007 }
2008 return stored_fuels;
2009}
static const std::string flag_PERPETUAL("PERPETUAL")

References flag_PERPETUAL(), bionic_data::fuel_opts, Creature::get_value(), item::has_flag(), and string_id< T >::str().

Referenced by burn_fuel(), draw_bionics_titlebar(), passive_power_gen(), process_bionic(), and npc::recharge_cbm().

◆ get_fuel_capacity()

int Character::get_fuel_capacity ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2020 of file character.cpp.

2021{
2022 int amount_stored = 0;
2023 if( !get_value( fuel.str() ).empty() ) {
2024 amount_stored = std::stoi( get_value( fuel.str() ) );
2025 }
2026 int capacity = 0;
2027 for( const bionic_id &bid : get_bionics() ) {
2028 for( const itype_id &fl : bid->fuel_opts ) {
2029 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2030 if( fl == fuel ) {
2031 capacity += bid->fuel_capacity;
2032 }
2033 }
2034 }
2035 }
2036 return capacity - amount_stored;
2037}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by fuel_bionic_with().

◆ get_fuel_type_available()

int Character::get_fuel_type_available ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2011 of file character.cpp.

2012{
2013 int amount_stored = 0;
2014 if( !get_value( fuel.str() ).empty() ) {
2015 amount_stored = std::stoi( get_value( fuel.str() ) );
2016 }
2017 return amount_stored;
2018}

References Creature::get_value(), and string_id< T >::str().

Referenced by suffer_from_radiation().

◆ get_fueled_bionics()

std::vector< bionic_id > Character::get_fueled_bionics ( ) const

Return bionic_id of fueled bionics.

Definition at line 1866 of file character.cpp.

1867{
1868 std::vector<bionic_id> bionics;
1869 for( const bionic_id &bid : get_bionics() ) {
1870 if( !bid->fuel_opts.empty() ) {
1871 bionics.emplace_back( bid );
1872 }
1873 }
1874 return bionics;
1875}

References get_bionics().

Referenced by npc::recharge_cbm(), and npc::wants_to_recharge_cbm().

◆ get_grammatical_genders()

std::vector< std::string > Character::get_grammatical_genders ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 5983 of file character.cpp.

5984{
5985 if( male ) {
5986 return { "m" };
5987 } else {
5988 return { "f" };
5989 }
5990}

References male.

Referenced by translate_gendered_line().

◆ get_healthy()

int Character::get_healthy ( ) const
virtual

Getters for health values exclusive to characters.

Definition at line 4147 of file character.cpp.

4148{
4149 return healthy;
4150}

References healthy.

Referenced by debug_menu::character_edit_menu(), eff_fun_fungus(), eff_fun_spores(), expose_to_disease(), hardcoded_effects(), healing_rate(), healing_rate_medicine(), mend(), print_health(), process_one_effect(), and update_health().

◆ get_healthy_mod()

int Character::get_healthy_mod ( ) const
virtual

Definition at line 4151 of file character.cpp.

4152{
4153 return healthy_mod;
4154}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), process_one_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ get_highest_category()

std::string Character::get_highest_category ( ) const

Returns the highest mutation category.

Returns the mutation category with the highest strength.

Definition at line 7815 of file character.cpp.

7816{
7817 int iLevel = 0;
7818 std::string sMaxCat;
7819
7820 for( const std::pair<const std::string, int> &elem : mutation_category_level ) {
7821 if( elem.second > iLevel ) {
7822 sMaxCat = elem.first;
7823 iLevel = elem.second;
7824 } else if( elem.second == iLevel ) {
7825 sMaxCat.clear(); // no category on ties
7826 }
7827 }
7828 return sMaxCat;
7829}
std::map< std::string, int > mutation_category_level
Definition: character.h:1776

References mutation_category_level.

Referenced by hardcoded_effects(), old_mutate(), map::player_in_field(), and test_crossing_threshold().

◆ get_hit_base()

float Character::get_hit_base ( ) const
overridevirtual
Dexterity increases hit base, slightly

Implements Creature.

Definition at line 5724 of file character.cpp.

5725{
5726 /** @EFFECT_DEX increases hit base, slightly */
5727 return get_dex() / 4.0f;
5728}

References get_dex().

Referenced by get_melee_hit_base().

◆ get_hit_weapon()

float Character::get_hit_weapon ( const item weap) const

Gets melee accuracy component from weapon+skills.

Unarmed improves hit chance for unarmed weapons Bashing improves hit chance for bashing weapons Cutting improves hit chance for cutting weapons Stabbing improves hit chance for piercing weapons Melee improves hit chance for all items (including non-weapons)

Definition at line 306 of file melee.cpp.

307{
308 /** @EFFECT_UNARMED improves hit chance for unarmed weapons */
309 /** @EFFECT_BASHING improves hit chance for bashing weapons */
310 /** @EFFECT_CUTTING improves hit chance for cutting weapons */
311 /** @EFFECT_STABBING improves hit chance for piercing weapons */
312 auto skill = get_skill_level( weap.melee_skill() );
313
314 // CQB bionic acts as a lower bound providing item uses a weapon skill
315 if( skill < BIO_CQB_LEVEL && has_active_bionic( bio_cqb ) ) {
316 skill = BIO_CQB_LEVEL;
317 }
318
319 /** @EFFECT_MELEE improves hit chance for all items (including non-weapons) */
320 return ( skill / 3.0f ) + ( get_skill_level( skill_melee ) / 2.0f ) + weap.type->m_to_hit;
321}

References bio_cqb, BIO_CQB_LEVEL, get_skill_level(), has_active_bionic(), itype::m_to_hit, item::melee_skill(), skill_melee, and item::type.

Referenced by item::effective_dps(), and get_melee_hit_base().

◆ get_hostile_creatures()

std::vector< Creature * > Character::get_hostile_creatures ( int  range) const

Get all hostile creatures currently visible to this player.

Definition at line 10208 of file character.cpp.

10209{
10210 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10211 // Fixes circular distance range for ranged attacks
10212 float dist_to_creature = std::round( rl_dist_exact( pos(), critter.pos() ) );
10213 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10214 dist_to_creature <= range && critter.attitude_to( *this ) == A_HOSTILE
10215 && sees( critter );
10216 } );
10217}
virtual Attitude attitude_to(const Creature &other) const =0
Attitude (of this creature) towards another creature.
float rl_dist_exact(const tripoint &loc1, const tripoint &loc2)
Definition: line.cpp:292

References Creature::A_HOSTILE, Creature::attitude_to(), g, Creature::pos(), pos(), rl_dist_exact(), and sees().

◆ get_hunger_description()

std::pair< std::string, nc_color > Character::get_hunger_description ( ) const

Definition at line 4367 of file character.cpp.

4368{
4369 int total_kcal = stored_calories + stomach.get_calories();
4370 int max_kcal = max_stored_kcal();
4371 float days_left = static_cast<float>( total_kcal ) / bmr();
4372 float days_max = static_cast<float>( max_kcal ) / bmr();
4373 std::string hunger_string;
4374 nc_color hunger_color = c_white;
4375 if( days_left >= days_max ) {
4376 hunger_string = _( "Engorged" );
4377 hunger_color = c_green;
4378 } else if( days_max - days_left < 0.5f ) {
4379 hunger_string = _( "Sated" );
4380 hunger_color = c_green;
4381 } else if( days_max - days_left < 1.0f ) {
4382 hunger_string = _( "Hungry" );
4383 hunger_color = c_yellow;
4384 } else if( days_max / days_left < 2.0f ) {
4385 hunger_string = _( "Very Hungry" );
4386 hunger_color = c_yellow;
4387 } else if( days_left > 1 ) {
4388 hunger_string = _( "Famished" );
4389 hunger_color = c_light_red;
4390 } else {
4391 hunger_string = _( "Starving" );
4392 hunger_color = c_red;
4393 }
4394
4395 if( has_trait( trait_SELFAWARE ) ) {
4396 hunger_string = string_format( "%d kcal", total_kcal );
4397 }
4398
4399 return std::make_pair( hunger_string, hunger_color );
4400}
static const trait_id trait_SELFAWARE("SELFAWARE")

References _, bmr(), c_green, c_light_red, c_red, c_white, c_yellow, stomach_contents::get_calories(), has_trait(), max_stored_kcal(), stomach, stored_calories, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_int()

◆ get_int_base()

int Character::get_int_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4099 of file character.cpp.

4100{
4101 return int_max;
4102}

References int_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_int(), and avatar::get_int_base().

◆ get_int_bonus()

int Character::get_int_bonus ( ) const
virtual

Definition at line 4116 of file character.cpp.

4117{
4118 return int_bonus;
4119}

References int_bonus.

Referenced by reset_stats().

◆ get_item_position()

int Character::get_item_position ( const item it) const

Returns the item position (suitable for i_at or similar) of a specific item.

Returns INT_MIN if the item is not found. Note that this may lose some information, for example the returned position is the same when the given item points to the container and when it points to the item inside the container. All items that are part of the same stack have the same item position.

Definition at line 2340 of file character.cpp.

2341{
2342 if( weapon.has_item( *it ) ) {
2343 return -1;
2344 }
2345
2346 int p = 0;
2347 for( const auto &e : worn ) {
2348 if( e.has_item( *it ) ) {
2349 return worn_position_to_index( p );
2350 }
2351 p++;
2352 }
2353
2354 return inv.position_by_item( it );
2355}
static int worn_position_to_index(int position)
Definition: character.h:1091
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:95

References visitable< T >::has_item(), inv, inventory::position_by_item(), weapon, worn, and worn_position_to_index().

Referenced by npc::alt_attack(), game::butcher(), iuse::chop_logs(), iuse::chop_tree(), chop_tree_activity(), convert_to_items(), damage_item(), iuse::fill_pit(), iuse::hacksaw(), monexamine::insert_battery(), iuse::makemound(), item_location::impl::item_on_person::obtain(), iuse::pack_item(), iuse::play_game(), iuse::radglove(), iuse::stimpack(), salvage_actor::try_to_cut_up(), pick_lock_actor::use(), musical_instrument_actor::use(), repair_item_actor::use(), sew_advanced_actor::use(), and avatar_action::wield().

◆ get_kcal_percent()

◆ get_learned_recipes()

const recipe_subset & Character::get_learned_recipes ( ) const

Returns all known recipes.

Definition at line 10553 of file character.cpp.

10554{
10555 if( *_skills != *autolearn_skills_stamp ) {
10556 for( const auto &r : recipe_dict.all_autolearn() ) {
10557 if( meets_skill_requirements( r->autolearn_requirements ) ) {
10558 learned_recipes->include( r );
10559 }
10560 }
10562 }
10563
10564 return *learned_recipes;
10565}
pimpl< recipe_subset > learned_recipes
Subset of learned recipes.
Definition: character.h:2174
pimpl< SkillLevelMap > autolearn_skills_stamp
Stamp of character skills.
Definition: character.h:2172
const std::set< const recipe * > & all_autolearn() const
Returns all recipes that can be automatically learned.

References _skills, recipe_dictionary::all_autolearn(), autolearn_skills_stamp, learned_recipes, meets_skill_requirements(), and recipe_dict.

Referenced by player::get_available_recipes(), knows_recipe(), peek_related_recipe(), and select_crafting_recipe().

◆ get_lowest_hp()

int Character::get_lowest_hp ( ) const

Definition at line 10347 of file character.cpp.

10348{
10349 // Set lowest_hp to an arbitrarily large number.
10350 int lowest_hp = 999;
10351 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
10352 const int cur_hp = elem.second.get_hp_cur();
10353 if( cur_hp < lowest_hp ) {
10354 lowest_hp = cur_hp;
10355 }
10356 }
10357 return lowest_hp;
10358}

References Creature::get_body().

Referenced by debug_menu::character_edit_menu().

◆ get_max_healthy()

int Character::get_max_healthy ( ) const

Definition at line 4549 of file character.cpp.

4550{
4551 return 200;
4552}

Referenced by update_health().

◆ get_max_power_level()

◆ get_melee()

float Character::get_melee ( ) const
overridevirtual

Returns melee skill level, to be used to throttle dodge practice.

Implements Creature.

Definition at line 886 of file melee.cpp.

887{
888 return get_skill_level( skill_id( "melee" ) );
889}

References get_skill_level(), and skill_id.

Referenced by stability_roll().

◆ get_melee_hit_base()

float Character::get_melee_hit_base ( ) const

Returns weapon skill.

Definition at line 323 of file melee.cpp.

324{
325 // Character::get_hit_base includes stat calculations already
327}
item & used_weapon()
Legacy code hack, don't use.
Definition: melee.cpp:144
float get_hit_weapon(const item &weap) const
Gets melee accuracy component from weapon+skills.
Definition: melee.cpp:306
float get_hit_base() const override
Definition: character.cpp:5724
float mabuff_tohit_bonus() const
Returns the to hit bonus from martial arts buffs.

References get_hit_base(), get_hit_weapon(), mabuff_tohit_bonus(), and used_weapon().

Referenced by draw_stats_info(), hit_roll(), and set_stats().

◆ get_miss_reason()

std::string Character::get_miss_reason ( )

Returns an explanation for why the player would miss a melee attack.

Definition at line 361 of file melee.cpp.

362{
363 // everything that lowers accuracy in player::hit_roll()
364 // adding it in hit_roll() might not be safe if it's called multiple times
365 // in one turn
367 _( "Your torso encumbrance throws you off-balance." ),
368 roll_remainder( encumb( bp_torso ) / 10.0 ) );
369 const int farsightedness = 2 * ( has_trait( trait_HYPEROPIC ) &&
370 !worn_with_flag( "FIX_FARSIGHT" ) &&
373 _( "You can't hit reliably due to your farsightedness." ),
374 farsightedness );
375
376 const std::string *const reason = melee_miss_reasons.pick();
377 if( reason == nullptr ) {
378 return std::string();
379 }
380 return *reason;
381}
void add_miss_reason(const std::string &reason, unsigned int weight)
Adds a reason for why the player would miss a melee attack.
Definition: melee.cpp:350
static const efftype_id effect_contacts("contacts")
static const trait_id trait_HYPEROPIC("HYPEROPIC")

References _, add_miss_reason(), bp_torso, effect_contacts, encumb(), Creature::has_effect(), has_trait(), melee_miss_reasons, roll_remainder(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack().

◆ get_mod()

int Character::get_mod ( const trait_id mut,
const std::string &  arg 
) const
private

Retrieves a stat mod of a mutation.

Definition at line 193 of file mutation.cpp.

194{
195 auto &mod_data = mut->mods;
196 int ret = 0;
197 auto found = mod_data.find( std::make_pair( false, arg ) );
198 if( found != mod_data.end() ) {
199 ret += found->second;
200 }
201 return ret;
202}
detail::named_arg< Char, T > arg(const Char *name, const T &arg)
\rst Returns a named argument to be used in a formatting function.
Definition: fmtlib_core.h:1860
std::unordered_map< std::pair< bool, std::string >, int, cata::tuple_hash > mods
Key pair is <active: bool, mod type: "STR">
Definition: mutation.h:275

References arg(), mutation_branch::mods, and cata::hash64_detail::ret.

Referenced by apply_mods().

◆ get_mod_stat_from_bionic()

int Character::get_mod_stat_from_bionic ( const character_stat Stat) const

Get stat bonus from bionic.

Definition at line 2101 of file character.cpp.

2102{
2103 int ret = 0;
2104 for( const bionic_id &bid : get_bionics() ) {
2105 const auto St_bn = bid->stat_bonus.find( Stat );
2106 if( St_bn != bid->stat_bonus.end() ) {
2107 ret += St_bn->second;
2108 }
2109 }
2110 return ret;
2111}

References get_bionics(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ get_morale()

int Character::get_morale ( const morale_type type) const

Definition at line 9081 of file character.cpp.

9082{
9083 return morale->get( type );
9084}

References morale, and type.

◆ get_morale_level()

int Character::get_morale_level ( ) const

◆ get_most_efficient_bionic()

bionic_id Character::get_most_efficient_bionic ( const std::vector< bionic_id > &  bids) const

Return bionic_id of bionic of most fuel efficient bionic.

Definition at line 1877 of file character.cpp.

1878{
1879 float temp_eff = 0;
1880 bionic_id bio( "null" );
1881 for( const bionic_id &bid : bids ) {
1882 if( bid->fuel_efficiency > temp_eff ) {
1883 temp_eff = bid->fuel_efficiency;
1884 bio = bid;
1885 }
1886 }
1887 return bio;
1888}

Referenced by fuel_bionic_with(), and get_acquirable_energy().

◆ get_movement_mode()

character_movemode Character::get_movement_mode ( ) const

Definition at line 1540 of file character.cpp.

1541{
1542 return move_mode;
1543}

References move_mode.

Referenced by cata_event_dispatch::avatar_moves().

◆ get_mutation_social_mods()

social_modifiers Character::get_mutation_social_mods ( ) const

Goes over all mutations, returning the sum of the social modifiers.

Definition at line 6540 of file character.cpp.

6541{
6542 social_modifiers mods;
6543 for( const mutation_branch *mut : cached_mutations ) {
6544 mods += mut->social_mods;
6545 }
6546
6547 return mods;
6548}

References cached_mutations.

Referenced by talk_trial::calc_chance().

◆ get_mutations()

std::vector< trait_id > Character::get_mutations ( bool  include_hidden = true) const

Get the idents of all traits/mutations.

Definition at line 2857 of file newcharacter.cpp.

2858{
2859 std::vector<trait_id> result;
2860 for( const std::pair<const trait_id, char_trait_data> &t : my_mutations ) {
2861 if( include_hidden || t.first.obj().player_display ) {
2862 result.push_back( t.first );
2863 }
2864 }
2865 for( const trait_id &ench_trait : enchantment_cache->get_mutations() ) {
2866 if( include_hidden || ench_trait->player_display ) {
2867 bool found = false;
2868 for( const trait_id &exist : result ) {
2869 if( exist == ench_trait ) {
2870 found = true;
2871 break;
2872 }
2873 }
2874 if( !found ) {
2875 result.push_back( ench_trait );
2876 }
2877 }
2878 }
2879 return result;
2880}

References enchantment_cache, and my_mutations.

Referenced by monster::attitude(), bodytemp_modifier_traits(), bodytemp_modifier_traits_floor(), can_eat(), can_install_cbm_on_bp(), can_use_heal_item(), can_wear(), check_and_recover_morale(), compute_default_effective_vitamins(), player::crafting_success_roll(), avatar::create(), crossed_threshold(), character_display::disp_info(), drench_mut_calc(), npc::form_opinion(), has_trait_flag(), is_category_allowed(), is_weak_to_water(), mod_healthy(), mut_cbm_encumb(), mutation_armor(), mutation_attacks(), item::mutations_from_wearing(), diary::new_page(), process_turn(), avatar::randomize(), reset_scenario(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), set_description(), set_highest_cat_level(), set_profession(), sleep(), update_type_of_scent(), visible_mutations(), vitamin_rate(), and memorial_logger::write().

◆ get_name()

std::string Character::get_name ( ) const
overridevirtual

Implements Creature.

Definition at line 5978 of file character.cpp.

5979{
5980 return name;
5981}

References name.

Referenced by apply_damage(), autodoc_internal(), npc::die(), pour_into(), npc::set_omt_destination(), and game::vertical_move().

◆ get_next_auto_move_direction()

action_id Character::get_next_auto_move_direction ( )

Definition at line 10510 of file character.cpp.

10511{
10512 if( !has_destination() ) {
10513 return ACTION_NULL;
10514 }
10515
10517 if( pos() != *next_expected_position ) {
10518 // We're off course, possibly stumbling or stuck, cancel auto move
10519 return ACTION_NULL;
10520 }
10521 }
10522
10523 next_expected_position.emplace( auto_move_route.front() );
10524 auto_move_route.erase( auto_move_route.begin() );
10525
10527
10528 // Make sure the direction is just one step and that
10529 // all diagonal moves have 0 z component
10530 if( std::abs( dp.x ) > 1 || std::abs( dp.y ) > 1 || std::abs( dp.z ) > 1 ||
10531 ( std::abs( dp.z ) != 0 && ( std::abs( dp.x ) != 0 || std::abs( dp.y ) != 0 ) ) ) {
10532 // Should never happen, but check just in case
10533 return ACTION_NULL;
10534 }
10536}
action_id get_movement_action_from_delta(const tripoint &d, const iso_rotate rot)
Translate coordinate delta into movement action.
Definition: action.cpp:484
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:20
int y
Definition: point.h:137
int z
Definition: point.h:138
int x
Definition: point.h:136

References ACTION_NULL, auto_move_route, get_movement_action_from_delta(), has_destination(), next_expected_position, pos(), tripoint::x, tripoint::y, yes, and tripoint::z.

Referenced by game::handle_action(), and game::try_get_left_click_action().

◆ get_npc_ai_info_cache()

std::optional< double > Character::get_npc_ai_info_cache ( npc_ai_info  key) const

Definition at line 10610 of file character.cpp.

10611{
10612 return npc_ai_info_cache[key];
10613}

References npc_ai_info_cache.

Referenced by npc::check_or_reload_cbm(), npc::find_reloadable(), and npc_ai::wielded_value().

◆ get_overlay_ids()

std::vector< std::string > Character::get_overlay_ids ( ) const

Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest".

Only required for rendering.

Definition at line 3267 of file character.cpp.

3268{
3269 std::vector<std::string> rval;
3270 std::multimap<int, std::string> mutation_sorting;
3271 int order;
3272 std::string overlay_id;
3273
3274 // first get effects
3275 for( const auto &eff_pr : *effects ) {
3276 if( !eff_pr.second.begin()->second.is_removed() ) {
3277 rval.push_back( "effect_" + eff_pr.first.str() );
3278 }
3279 }
3280
3281 // then get mutations
3282 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
3283 overlay_id = ( mut.second.powered ? "active_" : "" ) + mut.first.str();
3284 order = get_overlay_order_of_mutation( overlay_id );
3285 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3286 }
3287
3288 // then get bionics
3289 for( const bionic &bio : *my_bionics ) {
3290 overlay_id = ( bio.powered ? "active_" : "" ) + bio.id.str();
3291 order = get_overlay_order_of_mutation( overlay_id );
3292 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3293 }
3294
3295 for( auto &mutorder : mutation_sorting ) {
3296 rval.push_back( "mutation_" + mutorder.second );
3297 }
3298
3299 // next clothing
3300 // TODO: worry about correct order of clothing overlays
3301 for( const item &worn_item : worn ) {
3302 rval.push_back( "worn_" + worn_item.typeId().str() );
3303 }
3304
3305 // last weapon
3306 // TODO: might there be clothing that covers the weapon?
3307 if( is_armed() ) {
3308 rval.push_back( "wielded_" + weapon.typeId().str() );
3309 }
3310
3311 if( move_mode != CMM_WALK ) {
3312 rval.push_back( io::enum_to_string( move_mode ) );
3313 }
3314 return rval;
3315}
std::string enum_to_string(E)
int get_overlay_order_of_mutation(const std::string &mutation_id_string)

References CMM_WALK, Creature::effects, io::enum_to_string(), get_overlay_order_of_mutation(), is_armed(), move_mode, my_bionics, my_mutations, string_id< T >::str(), item::typeId(), weapon, and worn.

◆ get_pain_description()

std::pair< std::string, nc_color > Character::get_pain_description ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 4471 of file character.cpp.

4472{
4473 const std::pair<std::string, nc_color> pain = Creature::get_pain_description();
4474 nc_color pain_color = pain.second;
4475 std::string pain_string;
4476 // get pain color
4477 if( get_perceived_pain() >= 60 ) {
4478 pain_color = c_red;
4479 } else if( get_perceived_pain() >= 40 ) {
4480 pain_color = c_light_red;
4481 }
4482 // get pain string
4484 get_perceived_pain() > 0 ) {
4485 pain_string = string_format( "%s %d", _( "Pain " ), get_perceived_pain() );
4486 } else if( get_perceived_pain() > 0 ) {
4487 pain_string = pain.first;
4488 }
4489 return std::make_pair( pain_string, pain_color );
4490}
static const efftype_id effect_got_checked("got_checked")
virtual std::pair< std::string, nc_color > get_pain_description() const
Definition: creature.cpp:1396
int pain
Definition: creature.h:897

References _, c_light_red, c_red, effect_got_checked, Creature::get_pain_description(), get_perceived_pain(), Creature::has_effect(), has_trait(), Creature::pain, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), and get_consume_needs_hint().

◆ get_painkiller()

int Character::get_painkiller ( ) const

◆ get_path_avoid()

std::set< tripoint > Character::get_path_avoid ( ) const
overridevirtual

Returns a set of points we do not want to path through.

Implements Creature.

Reimplemented in npc.

Definition at line 9928 of file character.cpp.

9929{
9930 std::set<tripoint> ret;
9931 for( npc &guy : g->all_npcs() ) {
9932 if( sees( guy ) ) {
9933 ret.insert( guy.pos() );
9934 }
9935 }
9936
9937 // TODO: Add known traps in a way that doesn't destroy performance
9938
9939 return ret;
9940}

References g, cata::hash64_detail::ret, and sees().

Referenced by activity_on_turn_move_loot(), can_mount(), game::handle_action(), game::list_items(), game::look_around(), perform_zone_activity_turn(), route_adjacent(), activity_handlers::travel_do_turn(), and game::try_get_left_click_action().

◆ get_pathfinding_settings()

const pathfinding_settings & Character::get_pathfinding_settings ( ) const
overridevirtual

◆ get_per()

◆ get_per_base()

int Character::get_per_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4095 of file character.cpp.

4096{
4097 return per_max;
4098}

References per_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_per(), and avatar::get_per_base().

◆ get_per_bonus()

int Character::get_per_bonus ( ) const
virtual

Definition at line 4112 of file character.cpp.

4113{
4114 return per_bonus;
4115}

References per_bonus.

Referenced by reset_stats().

◆ get_perceived_pain()

int Character::get_perceived_pain ( ) const
overridevirtual

◆ get_power_level()

◆ get_rad()

◆ get_remote_fueled_bionic()

bionic_id Character::get_remote_fueled_bionic ( ) const

Returns bionic_id of first remote fueled bionic found.

Definition at line 1825 of file character.cpp.

1826{
1827 for( const bionic_id &bid : get_bionics() ) {
1828 if( bid->is_remote_fueled ) {
1829 return bid;
1830 }
1831 }
1832 return bionic_id();
1833}

References bionic_id, and get_bionics().

Referenced by iuse::cable_attach(), and iuse::solarpack().

◆ get_safe_reference()

safe_reference< Character > Character::get_safe_reference ( )

Definition at line 10890 of file character.cpp.

10891{
10892 return anchor.reference_to( this );
10893}
safe_reference_anchor anchor
Definition: character.h:2275
safe_reference< T > reference_to(T *object)

References anchor, and safe_reference_anchor::reference_to().

Referenced by itype::invoke().

◆ get_shout_volume()

int Character::get_shout_volume ( ) const
Strength increases shouting volume

Definition at line 7564 of file character.cpp.

7565{
7566 int base = 10;
7567 int shout_multiplier = 2;
7568
7569 // Mutations make shouting louder, they also define the default message
7570 if( has_trait( trait_SHOUT3 ) ) {
7571 shout_multiplier = 4;
7572 base = 20;
7573 } else if( has_trait( trait_SHOUT2 ) ) {
7574 base = 15;
7575 shout_multiplier = 3;
7576 }
7577
7578 // You can't shout without your face
7579 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7580 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7581 base = 0;
7582 shout_multiplier = 0;
7583 }
7584
7585 // Masks and such dampen the sound
7586 // Balanced around whisper for wearing bondage mask
7587 // and noise ~= 10 (door smashing) for wearing dust mask for character with strength = 8
7588 /** @EFFECT_STR increases shouting volume */
7589 const int penalty = encumb( bp_mouth ) * 3 / 2;
7590 int noise = base + str_cur * shout_multiplier - penalty;
7591
7592 // Minimum noise volume possible after all reductions.
7593 // Volume 1 can't be heard even by player
7594 constexpr int minimum_noise = 2;
7595
7596 if( noise <= base ) {
7597 noise = std::max( minimum_noise, noise );
7598 }
7599
7600 // Screaming underwater is not good for oxygen and harder to do overall
7601 if( is_underwater() ) {
7602 noise = std::max( minimum_noise, noise / 2 );
7603 }
7604 return noise;
7605}
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_SHOUT3("SHOUT3")

References bp_mouth, encumb(), has_trait(), Creature::is_underwater(), is_wearing(), itype_id, noise, str_cur, trait_PROF_FOODP, trait_SHOUT2, and trait_SHOUT3.

Referenced by game::chat(), npc::say(), shout(), and activity_handlers::spellcasting_finish().

◆ get_size()

◆ get_skill_level() [1/2]

int Character::get_skill_level ( const skill_id ident) const

Definition at line 3332 of file character.cpp.

3333{
3334 return _skills->get_skill_level( ident );
3335}

References _skills.

Referenced by npc::address_needs(), ranged::aim_speed_skill_modifier(), apply_skill_boost(), iexamine::arcfurnace_empty(), attack_cost(), avoid_trap(), mattack::bio_op_disarm(), bionics_pl_skill(), block_hit(), item::book_info(), ranged::burst_penalty(), activity_handlers::butcher_finish(), calc_skill_training_cost(), calc_skill_training_time(), veh_utils::calc_xp_gain(), character_martial_arts::can_arm_block(), can_autolearn_martial_art(), can_estimate_rot(), character_martial_arts::can_leg_block(), can_mount(), npc::can_read(), enzlave_actor::can_use(), caravan_price(), activity_handlers::chop_planks_finish(), item::color_in_inventory(), companion_combat_rank(), companion_industry_rank(), companion_survival_rank(), complete_craft(), crafting::complete_disassemble(), construction_color(), player::crafting_success_roll(), crit_chance(), iuse::crowbar(), salvage_actor::cut_up(), mattack::dermatik(), trap::detect_trap(), avatar::do_read(), dialogue::dynamic_line(), iuse::einktabletpc(), enumerate_unmet_requirements(), spell::exp_modifier(), map_data_common_t::extended_description(), npc::faction_display(), fall_damage_mod(), farm_action(), game::find_or_make_stairs(), npc::finish_read(), activity_handlers::fish_do_turn(), iuse::fish_trap(), item::food_info(), fungal_effects::fungalize(), player::get_available_recipes(), item::get_available_recipes(), heal_actor::get_bandaged_level(), avatar::get_book_reader(), heal_actor::get_disinfected_level(), get_dodge_base(), get_encumbrance_description(), heal_actor::get_heal_value(), get_hit_weapon(), get_melee(), player_activity::get_progress_message(), ranged::get_weapon_dispersion(), iuse::gun_repair(), avatar_funcs::gunmod_installation_odds(), computer_session::hack_attempt(), hack_level(), hackveh(), handle_melee_wear(), hardcoded_mutation_attack(), harvest_common(), iexamine::harvest_plant(), has_skill_for_vehicle_work(), ma_requirements::is_valid_character(), item_reload_cost(), item_store_cost(), ma_style_callback::key(), iexamine::kiln_empty(), activity_handlers::lockpicking_finish(), melee_attack(), avatar_funcs::mend_item(), iuse::mind_splicer(), morale_crafting_speed_multiplier(), iuse::multicooker(), mutation_attacks(), npc_trading::net_price_adjustment(), game::npc_menu(), on_dodge(), item::on_wield(), iuse::pack_cbm(), monexamine::pet_menu(), pick_part_to_heal(), pick_plant(), vehicle::pldrive(), practice(), iexamine::practice_survival_while_foraging(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), avatar::randomize(), examine_item_menu::rate_action_use(), reach_attack(), avatar::read(), recalc_hp(), repair_item_actor::repair(), repair_item_actor::repair_chance(), activity_handlers::repair_item_finish(), activity_handlers::robot_control_finish(), iuse::robotcontrol(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), iexamine::safe(), scavenging_combat_skill(), set_description(), conditional_t< T >::set_has_skill(), set_skills(), map::shake_vehicle(), iexamine::shrub_wildveggies(), sinkhole_safety_roll(), skill_increment_cost(), npc::skills_offered_to(), smash(), read_inventory_preset::sort_compare(), spell::spell_fail(), player::start_craft(), talk_function::start_training(), suffer_from_schizophrenia(), survive_random_encounter(), swim_speed(), character_effects::talk_skill(), iuse::tazer(), ranged::throw_item(), throw_range(), mattack::thrown_by_judo(), time_to_attack(), known_magic::time_to_learn_spell(), npc::time_to_read(), avatar::time_to_read(), item::tname(), activity_handlers::train_finish(), iexamine::tree_hickory(), avatar_funcs::try_disarm_npc(), character_funcs::try_wield_contents(), achievement::ui_text(), veh_interact::update_part_requirements(), place_monster_iuse::use(), firestarter_actor::use(), enzlave_actor::use(), heal_actor::use(), sew_advanced_actor::use(), npc::value(), game::vertical_move(), and debug_menu::wishskill().

◆ get_skill_level() [2/2]

int Character::get_skill_level ( const skill_id ident,
const item context 
) const

Definition at line 3337 of file character.cpp.

3338{
3339 return _skills->get_skill_level( ident, context );
3340}

References _skills.

◆ get_skill_level_object() [1/2]

◆ get_skill_level_object() [2/2]

const SkillLevel & Character::get_skill_level_object ( const skill_id ident) const

Definition at line 3322 of file character.cpp.

3323{
3324 return _skills->get_skill_level_object( ident );
3325}

References _skills.

◆ get_sleep_deprivation()

int Character::get_sleep_deprivation ( ) const

Definition at line 4466 of file character.cpp.

4467{
4468 return sleep_deprivation;
4469}

References sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), check_needs_extremes(), hardcoded_effects(), reset_stats(), and suffer().

◆ get_speed()

◆ get_stamina()

◆ get_stamina_max()

int Character::get_stamina_max ( ) const

Definition at line 7071 of file character.cpp.

7072{
7073 static const std::string player_max_stamina( "PLAYER_MAX_STAMINA" );
7074 static const std::string max_stamina_modifier( "max_stamina_modifier" );
7075 const int baseMaxStamina = get_option< int >( player_max_stamina );
7076 int maxStamina = baseMaxStamina;
7077 maxStamina *= Character::mutation_value( max_stamina_modifier );
7078 maxStamina += bonus_from_enchantments( maxStamina, enchant_vals::mod::STAMINA_CAP );
7079 return std::max( baseMaxStamina / 10, maxStamina );
7080}

References bonus_from_enchantments(), mutation_value(), and enchant_vals::STAMINA_CAP.

Referenced by attack_cost(), block_hit(), can_run(), debug_menu::character_edit_menu(), cough(), player_activity::do_turn(), draw_char_narrow(), draw_char_wide(), draw_health_classic(), draw_limb2(), spell::energy_cost_string(), spell::energy_cur_string(), mod_stamina(), character_funcs::normalize(), on_dodge(), on_item_takeoff(), on_item_wear(), npc::process_turn(), activity_handlers::pulp_do_turn(), avatar::read(), speed_rating(), stamina_move_cost_modifier(), game::start_game(), iuse::stimpack(), time_to_attack(), update_stamina(), activity_handlers::wait_stamina_do_turn(), and activity_handlers::wait_stamina_finish().

◆ get_stashed_activity()

player_activity Character::get_stashed_activity ( ) const

Definition at line 899 of file character.cpp.

900{
902}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ get_stim()

◆ get_stored_kcal()

◆ get_str()

◆ get_str_base()

int Character::get_str_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4087 of file character.cpp.

4088{
4089 return str_max;
4090}

References str_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_str(), avatar::get_str_base(), and recalc_hp().

◆ get_str_bonus()

int Character::get_str_bonus ( ) const
virtual

Definition at line 4104 of file character.cpp.

4105{
4106 return str_bonus;
4107}

References str_bonus.

Referenced by reset_stats().

◆ get_thirst()

◆ get_thirst_description()

std::pair< std::string, nc_color > Character::get_thirst_description ( ) const

Definition at line 4338 of file character.cpp.

4339{
4340 int thirst = get_thirst();
4341 std::string hydration_string;
4342 nc_color hydration_color = c_white;
4344 hydration_color = c_light_red;
4345 hydration_string = _( "Parched" );
4346 } else if( thirst > thirst_levels::dehydrated ) {
4347 hydration_color = c_light_red;
4348 hydration_string = _( "Dehydrated" );
4349 } else if( thirst > thirst_levels::very_thirsty ) {
4350 hydration_color = c_yellow;
4351 hydration_string = _( "Very thirsty" );
4352 } else if( thirst > thirst_levels::thirsty ) {
4353 hydration_color = c_yellow;
4354 hydration_string = _( "Thirsty" );
4355 } else if( thirst > thirst_levels::slaked ) {
4356 // Nothing
4357 } else if( thirst > thirst_levels::hydrated ) {
4358 hydration_color = c_green;
4359 hydration_string = _( "Hydrated" );
4360 } else if( thirst > thirst_levels::turgid ) {
4361 hydration_color = c_green;
4362 hydration_string = _( "Turgid" );
4363 }
4364 return std::make_pair( hydration_string, hydration_color );
4365}

References _, c_green, c_light_red, c_white, c_yellow, dehydrated, get_thirst(), hydrated, parched, slaked, thirst, thirsty, turgid, and very_thirsty.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_time_died()

time_point Character::get_time_died ( ) const
inline

return the calendar::turn the character expired

Definition at line 1467 of file character.h.

1467 {
1468 return time_died;
1469 }
time_point time_died
Definition: character.h:2184

References time_died.

◆ get_total_bionics_slots()

int Character::get_total_bionics_slots ( const bodypart_id bp) const

Definition at line 2624 of file bionics.cpp.

2625{
2626 return bp->bionic_slots();
2627}

Referenced by get_free_bionics_slots(), and show_bionics_ui().

◆ get_total_fuel_capacity()

int Character::get_total_fuel_capacity ( const itype_id fuel) const

Return total space to store specified fuel.

Definition at line 2039 of file character.cpp.

2040{
2041 int capacity = 0;
2042 for( const bionic_id &bid : get_bionics() ) {
2043 for( const itype_id &fl : bid->fuel_opts ) {
2044 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2045 if( fl == fuel ) {
2046 capacity += bid->fuel_capacity;
2047 }
2048 }
2049 }
2050 }
2051 return capacity;
2052}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by draw_bionics_titlebar().

◆ get_type_of_scent()

scenttype_id Character::get_type_of_scent ( ) const

Definition at line 8733 of file character.cpp.

8734{
8735 return type_of_scent;
8736}
scenttype_id type_of_scent
Definition: character.h:2265

References type_of_scent.

Referenced by game::do_turn(), update_type_of_scent(), and change_scent_iuse::use().

◆ get_used_bionics_slots()

int Character::get_used_bionics_slots ( const bodypart_id bp) const

Definition at line 2596 of file bionics.cpp.

2597{
2598 int used_slots = 0;
2599 for( const bionic_id &bid : get_bionics() ) {
2600 auto search = bid->occupied_bodyparts.find( bp.id() );
2601 if( search != bid->occupied_bodyparts.end() ) {
2602 used_slots += search->second;
2603 }
2604 }
2605
2606 return used_slots;
2607}
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)

References get_bionics(), int_id< T >::id(), and overmap_ui::search().

Referenced by get_free_bionics_slots().

◆ get_visible_creatures()

std::vector< Creature * > Character::get_visible_creatures ( int  range) const

Returns all creatures that this player can see and that are in the given range.

This player object itself is never included. The player character (g->u) is checked and might be included (if applicable).

Parameters
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10200 of file character.cpp.

10201{
10202 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10203 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10204 rl_dist( pos(), critter.pos() ) <= range && sees( critter );
10205 } );
10206}

References g, Creature::pos(), pos(), rl_dist(), and sees().

Referenced by game::is_hostile_within(), game::list_items_monsters(), and game::mon_info_update().

◆ get_vision_modes()

const std::bitset< NUM_VISION_MODES > & Character::get_vision_modes ( ) const
inline

Definition at line 1545 of file character.h.

1545 {
1546 return vision_mode_cache;
1547 }

References vision_mode_cache.

◆ get_vision_threshold()

float Character::get_vision_threshold ( float  light_level) const

Returns the apparent light level at which the player can see.

This is adjusted by the light level at the character's position to simulate glare, etc, night vision only works if you are in the dark.

Definition at line 1721 of file character.cpp.

1722{
1724 // Debug vision always works with absurdly little light.
1725 return 0.01;
1726 }
1727
1728 // As light_level goes from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LIT,
1729 // dimming goes from 1.0 to 2.0.
1730 const float dimming_from_light = 1.0 + ( ( static_cast<float>( light_level ) -
1733
1734 // -1 because SOME math was changed from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LOW
1735 // but kept in other places.
1736 // *_LOW is the one actually used in math, *_MINIMAL is arbitrary.
1737 // TODO: Correct test cases and drop the ugliness
1738
1739 // This guarantees at least 1 tile of range
1740 static const float threshold_cap = vision::threshold_for_nv_range( 1 - 1 ) * LIGHT_AMBIENT_LOW /
1742
1743 return std::min( {static_cast<float>( LIGHT_AMBIENT_LOW ),
1744 vision::threshold_for_nv_range( nv_range - 1 ) * dimming_from_light,
1745 threshold_cap} );
1746}
@ DEBUG_NIGHTVISION
Definition: character.h:87
float nv_range
Definition: character.h:2179
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
static constexpr float LIGHT_AMBIENT_LOW
Definition: lightmap.h:14
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
float threshold_for_nv_range(float range)
Returns the light level that darkness will have at this range from player.
Definition: character.cpp:1701

References DEBUG_NIGHTVISION, LIGHT_AMBIENT_LIT, LIGHT_AMBIENT_LOW, LIGHT_AMBIENT_MINIMAL, nv_range, vision::threshold_for_nv_range(), and vision_mode_cache.

Referenced by sight_range().

◆ get_weight()

units::mass Character::get_weight ( ) const
overridevirtual

Returns body weight plus weight of inventory and worn/wielded items.

Implements Creature.

Definition at line 3670 of file character.cpp.

3671{
3672 units::mass ret = 0_gram;
3673 units::mass wornWeight = std::accumulate( worn.begin(), worn.end(), 0_gram,
3674 []( units::mass sum, const item & itm ) {
3675 return sum + itm.weight();
3676 } );
3677
3678 ret += bodyweight(); // The base weight of the player's body
3679 ret += inv.weight(); // Weight of the stored inventory
3680 ret += wornWeight; // Weight of worn items
3681 ret += weapon.weight(); // Weight of wielded item
3682 ret += bionics_weight(); // Weight of installed bionics
3683 return ret;
3684}
units::mass bionics_weight() const
Definition: character.cpp:6741
units::mass bodyweight() const
Definition: character.cpp:6736
units::mass weight() const
Definition: inventory.cpp:997

References bionics_weight(), bodyweight(), inv, cata::hash64_detail::ret, weapon, inventory::weight(), item::weight(), and worn.

Referenced by vehicle::calc_mass_center(), can_mount(), npc::move_to(), monexamine::pet_menu(), swim_speed(), weigh_self_actor::use(), and game::walk_move().

◆ get_weight_string()

std::string Character::get_weight_string ( ) const

Definition at line 4542 of file character.cpp.

4543{
4544 double weight = convert_weight( bodyweight() );
4545 int display_weight = static_cast<int>( std::round( weight ) );
4546 return std::to_string( display_weight ) + " " + weight_units();
4547}
const char * weight_units()
Create a units label for a weight value.
double convert_weight(const units::mass &weight)
Convert weight in grams to units defined by user (kg or lbs)

References bodyweight(), convert_weight(), to_string(), and weight_units().

◆ get_working_arm_count()

int Character::get_working_arm_count ( ) const

Returns the number of functioning arms.

Definition at line 1213 of file character.cpp.

1214{
1216 return 0;
1217 }
1218
1219 int limb_count = 0;
1220 if( !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1221 limb_count++;
1222 }
1223 if( !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1224 limb_count++;
1225 }
1226
1227 return limb_count;
1228}
static const trait_id trait_SHELL2("SHELL2")

References has_active_mutation(), is_limb_disabled(), and trait_SHELL2.

Referenced by can_wield(), has_two_arms(), melee_attack(), avatar_action::plthrow(), and vehicle::start_engine().

◆ get_working_leg_count()

int Character::get_working_leg_count ( ) const

Returns the number of functioning legs.

Definition at line 1231 of file character.cpp.

1232{
1233 int limb_count = 0;
1234 if( !is_limb_broken( bodypart_id( "leg_l" ) ) ) {
1235 limb_count++;
1236 }
1237 if( !is_limb_broken( bodypart_id( "leg_r" ) ) ) {
1238 limb_count++;
1239 }
1240 return limb_count;
1241}

References is_limb_broken().

Referenced by best_shield(), character_martial_arts::can_leg_block(), can_run(), is_on_ground(), and avatar::set_movement_mode().

◆ getID()

character_id Character::getID ( ) const

Definition at line 485 of file character.cpp.

486{
487 return this->id;
488}

References id.

Referenced by add_addiction(), item::already_used_by_player(), talk_effect_t::apply(), apply_damage(), iuse::artifact(), mission::assign(), talk_function::assign_camp(), vehicle::assign_seat(), best_installer(), bionics_install_failure(), map::board_vehicle(), veh_interact::calc_overview(), debug_menu::character_edit_menu(), check_needs_extremes(), talk_function::clear_mission(), game::critter_by_id(), iuse::crowbar(), mattack::dermatik(), monster::die(), npc::die(), avatar::do_read(), npc::execute_action(), dig_activity_actor::finish(), hacking_activity_actor::finish(), npc::finish_read(), ranged::fire_gun(), talk_function::follow(), item::get_remaining_chapters(), hardcoded_effects(), heal(), talk_function::hostile(), hurtall(), npc::is_ally(), item_location::impl::item_on_person::item_on_person(), talk_function::leave(), avatar::load(), game::load(), npc::load_npc_template(), item::mark_as_used_by_player(), item::mark_chapter_as_read(), iuse::marloss(), marloss_common(), iuse::marloss_gel(), iuse::marloss_seed(), mend(), iuse::mininuke(), mount_creature(), mutagen_common_checks(), mutate_towards(), npc::mutiny(), iuse::mycus(), iuse::note_bionics(), kill_tracker::notify(), talk_function::npc_die(), mattack::nurse_operate(), mission::on_creature_death(), item::on_pickup(), item::on_wield(), perform_install(), perform_uninstall(), practice(), npc::randomize(), avatar::read(), npc::regen_ai_cache(), rem_addiction(), Creature::remove_effect(), game::reset_npc_dispositions(), map::rotate(), talk_effect_fun_t::set_add_mission(), vehicle_part::set_crew(), npc::set_fac(), npc::set_known_to_u(), npc::setpos(), game::start_game(), npc::start_read(), talk_function::start_training(), talk_function::stop_guard(), player::store(), survive_random_encounter(), npc::talk_to_u(), teleport::teleport(), test_crossing_threshold(), ranged::throw_item(), activity_handlers::train_finish(), npc::travel_overmap(), game::validate_npc_followers(), vomit(), and wake_up().

◆ gibType()

field_type_id Character::gibType ( ) const
overridevirtual

Implements Creature.

Definition at line 515 of file character.cpp.

516{
517 return fd_gibs_flesh;
518}
field_type_id fd_gibs_flesh
Definition: field_type.cpp:338

References fd_gibs_flesh.

◆ global_omt_location()

tripoint_abs_omt Character::global_omt_location ( ) const

Returns the location of the player in global overmap terrain coordinates.

Definition at line 6249 of file character.cpp.

6250{
6251 // TODO: fix point types
6253}
virtual tripoint global_square_location() const
Global position, expressed in map square coordinate system (the most detailed coordinate system),...
Definition: character.cpp:6239
point ms_to_omt_copy(point p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493

References global_square_location(), and ms_to_omt_copy().

Referenced by talk_function::abandon_camp(), computer_session::action_map_sewer(), computer_session::action_map_subway(), computer_session::action_maps(), activate_bionic(), activate_mutation(), apply_persistent_morale(), iuse::artifact(), talk_function::assign_camp(), talk_function::basecamp_mission(), burn_fuel(), talk_function::caravan_dist(), ui::omap::choose_point(), talk_function::companion_choose_return(), talk_function::companion_list(), talk_function::companion_mission(), npc::consume_food_from_camp(), mission_start::create_hidden_lab_console(), mission_start::create_ice_lab_console(), mission_start::create_lab_console(), game::disp_NPCs(), item::display_name(), ui::omap::display_visible_weather(), ui::omap::display_weather(), game::do_turn(), overmap_ui::draw_ascii(), draw_env_compact(), draw_loc_labels(), draw_location_classic(), game::draw_minimap(), draw_minimap(), basecamp::faction_display(), npc::faction_display(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_harvest(), mission_start::find_safety(), overmapbuffer::fix_npcs(), get_basecamp(), get_mission_om_origin(), overmapbuffer::get_npcs_near_omt(), overmapbuffer::get_npcs_near_player(), overmap_ui::get_overmap_path_to(), npc::go_to_omt_destination(), talk_function::goto_location(), npc::guard_current_pos(), talk_function::individual_mission(), mission_start::kill_horde_master(), game::list_missions(), spell_effect::map_area(), trapfunc::map_regen(), npc::move(), overmap_los(), passive_power_gen(), game::perhaps_add_random_npc(), mission_start::place_deposit_box(), mission_start::place_npc_software(), process_turn(), npc::reach_omt_destination(), talk_function::recover_camp(), teleporter_callback::refresh(), npc::regen_ai_cache(), render_wind(), game::reset_npc_dispositions(), reveal_destination(), mission_start::reveal_lab_train_depot(), mission_util::reveal_om_ter(), conditional_t< T >::set_at_om_location(), npc::set_companion_mission(), npc::set_omt_destination(), talk_function::start_camp(), game::start_game(), activity_handlers::travel_do_turn(), npc::travel_overmap(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), game::update_overmap_seen(), reveal_map_actor::use(), game::vertical_notes(), iuse::weather_tool(), npc::within_boundaries_of_camp(), and game::zones_manager().

◆ global_sm_location()

tripoint Character::global_sm_location ( ) const

◆ global_square_location()

tripoint Character::global_square_location ( ) const
virtual

Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map.

Reimplemented in npc.

Definition at line 6239 of file character.cpp.

6240{
6241 return get_map().getabs( position );
6242}
tripoint position
Definition: character.h:2124

References get_map(), map::getabs(), and position.

Referenced by global_omt_location(), and global_sm_location().

◆ handle_melee_wear()

bool Character::handle_melee_wear ( item shield,
float  wear_multiplier = 1.0f 
)

Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.

Dexterity reduces chance of damaging your melee weapon Strength increases chance of damaging your melee weapon (NEGATIVE) Melee reduces chance of damaging your melee weapon

Definition at line 188 of file melee.cpp.

189{
190 if( wear_multiplier <= 0.0f ) {
191 return false;
192 }
193 // Here is where we handle wear and tear on things we use as melee weapons or shields.
194 if( shield.is_null() ) {
195 return false;
196 }
197
198 // UNBREAKABLE_MELEE items can't be damaged through melee combat usage.
199 if( shield.has_flag( "UNBREAKABLE_MELEE" ) ) {
200 return false;
201 }
202
203 /** @EFFECT_DEX reduces chance of damaging your melee weapon */
204
205 /** @EFFECT_STR increases chance of damaging your melee weapon (NEGATIVE) */
206
207 /** @EFFECT_MELEE reduces chance of damaging your melee weapon */
208 const float stat_factor = dex_cur / 2.0f
210 + ( 64.0f / std::max( str_cur, 4 ) );
211
212 float material_factor;
213
214 itype_id weak_comp;
215 itype_id big_comp = itype_id::NULL_ID();
216 // Fragile items that fall apart easily when used as a weapon due to poor construction quality
217 if( shield.has_flag( "FRAGILE_MELEE" ) ) {
218 const float fragile_factor = 6;
219 int weak_chip = INT_MAX;
220 units::volume big_vol = 0_ml;
221
222 // Items that should have no bearing on durability
223 const std::set<itype_id> blacklist = { itype_rag, itype_leather, itype_fur };
224
225 for( auto &comp : shield.components ) {
226 if( blacklist.count( comp.typeId() ) <= 0 ) {
227 if( weak_chip > comp.chip_resistance() ) {
228 weak_chip = comp.chip_resistance();
229 weak_comp = comp.typeId();
230 }
231 }
232 if( comp.volume() > big_vol ) {
233 big_vol = comp.volume();
234 big_comp = comp.typeId();
235 }
236 }
237 material_factor = ( weak_chip < INT_MAX ? weak_chip : shield.chip_resistance() ) / fragile_factor;
238 } else {
239 material_factor = shield.chip_resistance();
240 }
241 int damage_chance = static_cast<int>( stat_factor * material_factor / wear_multiplier );
242 // DURABLE_MELEE items are made to hit stuff and they do it well, so they're considered to be a lot tougher
243 // than other weapons made of the same materials.
244 if( shield.has_flag( "DURABLE_MELEE" ) ) {
245 damage_chance *= 4;
246 }
247
248 if( damage_chance > 0 && !one_in( damage_chance ) ) {
249 return false;
250 }
251
252 auto str = shield.tname(); // save name before we apply damage
253
254 if( !shield.inc_damage() ) {
255 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the force of the blow!" ),
256 _( "<npcname>'s %s is damaged by the force of the blow!" ),
257 str );
258 return false;
259 }
260
261 // Dump its contents on the ground
262 // Destroy irremovable mods, if any
263
264 for( auto mod : shield.gunmods() ) {
265 if( mod->is_irremovable() ) {
266 remove_item( *mod );
267 }
268 }
269
270 // Preserve item temporarily for component breakdown
271 item temp = shield;
272
273 shield.contents.spill_contents( pos() );
274
275 remove_item( shield );
276
277 // Breakdown fragile weapons into components
278 if( temp.has_flag( "FRAGILE_MELEE" ) && !temp.components.empty() ) {
279 add_msg_player_or_npc( m_bad, _( "Your %s breaks apart!" ),
280 _( "<npcname>'s %s breaks apart!" ),
281 str );
282
283 for( auto &comp : temp.components ) {
284 int break_chance = comp.typeId() == weak_comp ? 2 : 8;
285
286 if( one_in( break_chance ) ) {
287 add_msg_if_player( m_bad, _( "The %s is destroyed!" ), comp.tname() );
288 continue;
289 }
290
291 if( comp.typeId() == big_comp && !is_armed() ) {
292 wield( comp );
293 } else {
294 g->m.add_item_or_charges( pos(), comp );
295 }
296 }
297 } else {
298 add_msg_player_or_npc( m_bad, _( "Your %s is destroyed by the blow!" ),
299 _( "<npcname>'s %s is destroyed by the blow!" ),
300 str );
301 }
302
303 return true;
304}
virtual bool wield(item &target)=0
Removes currently wielded item (if any) and replaces it with the target item.
bool spill_contents(const tripoint &pos)
int chip_resistance(bool worst=false) const
Returns resistance to being damaged by attack against the item itself.
Definition: item.cpp:6192
bool inc_damage(damage_type dt)
Increment item damage by itype::damage_scale constrained by max_damage.
Definition: item.cpp:6253
std::vector< item * > gunmods()
Returns all gunmods currently attached to this item (always empty if item not a gun)
Definition: item.cpp:7735
static const itype_id itype_rag("rag")
static const itype_id itype_fur("fur")
static const itype_id itype_leather("leather")

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::chip_resistance(), item::components, item::contents, dex_cur, g, get_skill_level(), item::gunmods(), item::has_flag(), item::inc_damage(), is_armed(), item::is_null(), itype_fur, itype_leather, itype_rag, m_bad, string_id< itype >::NULL_ID(), one_in(), pos(), visitable< Character >::remove_item(), skill_melee, item_contents::spill_contents(), str_cur, item::tname(), and wield().

Referenced by block_hit(), melee_special_effects(), reach_attack(), and smash().

◆ hardcoded_effects()

void Character::hardcoded_effects ( effect it)

Handles the still hard-coded effects.

Maximum Strength increases number of insects hatched from dermatik infection Intelligence decreases occurrence of itching from formication effect

Definition at line 472 of file player_hardcoded_effects.cpp.

473{
474 if( auto buff = ma_buff::from_effect( it ) ) {
475 if( buff->is_valid_character( *this ) ) {
476 buff->apply_character( *this );
477 } else {
478 it.set_duration( 0_turns ); // removes the effect
479 }
480 return;
481 }
482 using hc_effect_fun = std::function<void( player &, effect & )>;
483 static const std::map<efftype_id, hc_effect_fun> hc_effect_map = {{
496 }
497 };
498 const efftype_id &id = it.get_id();
499 const auto &iter = hc_effect_map.find( id );
500 if( iter != hc_effect_map.end() ) {
501 iter->second( *as_player(), it );
502 return;
503 }
504
505 const time_duration dur = it.get_duration();
506 int intense = it.get_intensity();
507 body_part bp = it.get_bp()->token;
508 bool sleeping = has_effect( effect_sleep );
509 if( id == effect_dermatik ) {
510 bool triggered = false;
511 int formication_chance = 3600;
512 if( dur < 4_hours ) {
513 formication_chance += 14400 - to_turns<int>( dur );
514 }
515 if( one_in( formication_chance ) ) {
516 add_effect( effect_formication, 60_minutes, bp );
517 }
518 if( dur < 1_days && one_in( 14400 ) ) {
519 vomit();
520 }
521 if( dur > 1_days ) {
522 // Spawn some larvae!
523 // Choose how many insects; more for large characters
524 ///\EFFECT_STR_MAX increases number of insects hatched from dermatik infection
525 int num_insects = rng( 1, std::min( 3, str_max / 3 ) );
526 apply_damage( nullptr, convert_bp( bp ).id(), rng( 2, 4 ) * num_insects );
527 // Figure out where they may be placed
529 _( "Your flesh crawls; insects tear through the flesh and begin to emerge!" ),
530 _( "Insects begin to emerge from <npcname>'s skin!" ) );
531 for( ; num_insects > 0; num_insects-- ) {
532 if( monster *const grub = g->place_critter_around( mon_dermatik_larva, pos(), 1 ) ) {
533 if( one_in( 3 ) ) {
534 grub->friendly = -1;
535 }
536 }
537 }
538 g->events().send<event_type::dermatik_eggs_hatch>( getID() );
540 moves -= 600;
541 triggered = true;
542 }
543 if( triggered ) {
544 // Set ourselves up for removal
545 it.set_duration( 0_turns );
546 } else {
547 // Count duration up
548 it.mod_duration( 1_turns );
549 }
550 } else if( id == effect_formication ) {
551 ///\EFFECT_INT decreases occurrence of itching from formication effect
552 if( x_in_y( intense, 600 + 300 * get_int() ) && !has_effect( effect_narcosis ) ) {
553 if( !is_npc() ) {
554 //~ %s is bodypart in accusative.
555 add_msg( m_warning, _( "You start scratching your %s!" ), body_part_name_accusative( bp ) );
556 g->u.cancel_activity();
557 } else if( g->u.sees( pos() ) ) {
558 //~ 1$s is NPC name, 2$s is bodypart in accusative.
559 add_msg( _( "%1$s starts scratching their %2$s!" ), name, body_part_name_accusative( bp ) );
560 }
561 moves -= 150;
562 apply_damage( nullptr, convert_bp( bp ).id(), 1 );
563 }
564 } else if( id == effect_evil ) {
565 // Worn or wielded; diminished effects
566 bool lesserEvil = weapon.has_effect_when_wielded( AEP_EVIL ) ||
568 for( auto &w : worn ) {
569 if( w.has_effect_when_worn( AEP_EVIL ) ) {
570 lesserEvil = true;
571 break;
572 }
573 }
574 if( lesserEvil ) {
575 // Only minor effects, some even good!
576 mod_str_bonus( dur > 450_minutes ? 10.0 : dur / 45_minutes );
577 if( dur < 1_hours ) {
578 mod_dex_bonus( 1 );
579 } else {
580 int dex_mod = -( dur > 360_minutes ? 10.0 : ( dur - 1_hours ) / 30_minutes );
581 mod_dex_bonus( dex_mod );
582 add_miss_reason( _( "Why waste your time on that insignificant speck?" ), -dex_mod );
583 }
584 mod_int_bonus( -( dur > 300_minutes ? 10.0 : ( dur - 50_minutes ) / 25_minutes ) );
585 mod_per_bonus( -( dur > 480_minutes ? 10.0 : ( dur - 80_minutes ) / 40_minutes ) );
586 } else {
587 // Major effects, all bad.
588 mod_str_bonus( -( dur > 500_minutes ? 10.0 : dur / 50_minutes ) );
589 int dex_mod = -( dur > 600_minutes ? 10.0 : dur / 60_minutes );
590 mod_dex_bonus( dex_mod );
591 add_miss_reason( _( "Why waste your time on that insignificant speck?" ), -dex_mod );
592 mod_int_bonus( -( dur > 450_minutes ? 10.0 : dur / 45_minutes ) );
593 mod_per_bonus( -( dur > 400_minutes ? 10.0 : dur / 40_minutes ) );
594 }
595 } else if( id == effect_attention ) {
596 if( intense > 6 ) {
597 if( one_in( 7200 - ( intense * 450 ) ) ) {
599 _( "You feel something reaching out to you, before reality around you frays!" ) );
600 if( has_psy_protection( *this, 10 ) ) {
601 // Transfers half of remaining duration of nether attention, tinfoil only sometimes helps
602 add_effect( effect_teleglow, ( dur / 2 ), num_bp, ( intense / 2 ) );
603 } else {
604 // Transfers all remaining duration of nether attention to dimensional instability
605 add_effect( effect_teleglow, dur, num_bp, intense );
606 }
607 it.set_duration( 0_turns );
608 }
609 if( one_in( 8000 - ( intense * 500 ) ) && one_in( 2 ) ) {
610 if( !is_npc() ) {
611 add_msg( m_bad, _( "You pass out from the strain of something bearing down on your mind." ) );
612 }
613 fall_asleep( 2_hours );
614 if( one_in( 10 ) ) {
615 it.set_duration( 0_turns );
616 }
617 it.mod_duration( -20_minutes * intense );
618 it.mod_intensity( -1 );
619 }
620 }
621 if( intense > 4 ) {
622 if( one_in( 6000 - ( intense * 375 ) ) ) {
623 if( has_psy_protection( *this, 4 ) ) {
624 add_msg_if_player( m_bad, _( "You feel something probing your mind, but it is rebuffed!" ) );
625 } else {
626 add_msg_if_player( m_bad, _( "A terrifying image in the back out your mind paralyzes you." ) );
628 moves -= 4 * get_speed();
629 }
630 it.mod_duration( -10_minutes * intense );
631 if( one_in( 2 ) ) {
632 it.mod_intensity( -1 );
633 }
634 }
635 if( one_turn_in( 1200_minutes - ( intense * 90_minutes ) ) ) {
636 if( has_psy_protection( *this, 4 ) ) {
637 add_msg_if_player( m_bad, _( "You feel a buzzing in the back of your mind, but it passes." ) );
638 } else {
639 add_msg_if_player( m_bad, _( "You feel something scream in the back of your mind!" ) );
640 add_effect( effect_dazed, rng( 1_minutes, 2_minutes ) );
641 }
642 it.mod_duration( -10_minutes * intense );
643 if( one_in( 3 ) ) {
644 it.mod_intensity( -1 );
645 }
646 }
647 }
648 if( intense > 2 ) {
649 if( one_turn_in( 1200_minutes - ( intense * 90_minutes ) ) ) {
650 add_msg_if_player( m_bad, _( "Your vision is filled with bright lights…" ) );
651 add_effect( effect_blind, rng( 1_minutes, 2_minutes ) );
652 it.mod_duration( -10_minutes * intense );
653 if( one_in( 4 ) ) {
654 it.mod_intensity( -1 );
655 }
656 }
657 if( one_in( 5000 ) && !has_effect( effect_nausea ) ) {
658 add_msg_if_player( m_bad, _( "A wave of nausea passes over you." ) );
659 add_effect( effect_nausea, 5_minutes );
660 }
661 }
662 if( one_in( 5000 ) && !has_effect( effect_hallu ) ) {
663 add_msg_if_player( m_bad, _( "Shifting shapes dance on the edge of your vision." ) );
664 add_effect( effect_hallu, 4_hours );
665 it.mod_duration( -10_minutes * intense );
666 }
667 if( one_turn_in( 40_minutes ) ) {
668 if( has_psy_protection( *this, 4 ) ) {
669 add_msg_if_player( m_bad, _( "You feel weird for a moment, but it passes." ) );
670 } else {
671 // Less morale drop and faster decay than Psychosis negative messages, but more frequent
672 const translation snip = SNIPPET.random_from_category( "nether_attention_watching" ).value_or(
673 translation() );
674 add_msg_if_player( m_warning, "%s", snip );
675 add_morale( MORALE_FEELING_BAD, -10, -50, 60_minutes, 20_minutes, true );
676 }
677 }
678 } else if( id == effect_teleglow ) {
679 // Each teleportation increases intensity by 1, 2 intensities per tier of effect.
680 // TODO: Include a chance to teleport to the nether realm.
681 // TODO: This with regards to NPCS
682 if( !is_player() ) {
683 // NO, no teleporting around the player because an NPC has teleglow!
684 return;
685 }
686 if( intense > 6 ) {
687 if( one_in( 6000 - ( intense * 250 ) ) ) {
688 if( !is_npc() ) {
689 add_msg( _( "Glowing lights surround you, and you teleport." ) );
690 }
691 teleport::teleport( *this );
692 g->events().send<event_type::teleglow_teleports>( getID() );
693 if( one_in( 10 ) ) {
694 // Set ourselves up for removal
695 it.set_duration( 0_turns );
696 }
697 // Since teleporting grants 1 intensity and 30 minutes duration,
698 // if it doesn't remove it'll get more intense but shorter.
699 it.mod_duration( -20_minutes * intense );
700 }
701 if( one_in( 7200 - ( intense * 250 ) ) ) {
702 add_msg_if_player( m_bad, _( "You are beset with a vision of a prowling beast." ) );
703 for( const tripoint &dest : g->m.points_in_radius( pos(), 6 ) ) {
704 if( g->m.is_cornerfloor( dest ) ) {
705 g->m.add_field( dest, fd_tindalos_rift, 3 );
706 add_msg_if_player( m_info, _( "Your surroundings are permeated with a foul scent." ) );
707 break;
708 }
709 }
710 if( one_in( 2 ) ) {
711 // Set ourselves up for removal
712 it.set_duration( 0_turns );
713 }
714 it.mod_intensity( -1 );
715 }
716 }
717 if( intense > 4 ) {
718 // Once every 4 hours baseline, once every 2 hours max
719 if( one_turn_in( 14_hours - ( intense * 90_minutes ) ) ) {
720 tripoint dest( 0, 0, posz() );
721 int &x = dest.x;
722 int &y = dest.y;
723 int tries = 0;
724 do {
725 x = posx() + rng( -4, 4 );
726 y = posy() + rng( -4, 4 );
727 tries++;
728 if( tries >= 10 ) {
729 break;
730 }
731 } while( g->critter_at( dest ) );
732 if( tries < 10 ) {
733 if( g->m.impassable( dest ) ) {
734 g->m.make_rubble( dest, f_rubble_rock );
735 }
737 GROUP_NETHER );
738 g->place_critter_at( spawn_details.name, dest );
739 if( g->u.sees( dest ) ) {
740 g->cancel_activity_or_ignore_query( distraction_type::hostile_spotted_far,
741 _( "A monster appears nearby!" ) );
742 add_msg( m_warning, _( "A portal opens nearby, and a monster crawls through!" ) );
743 }
744 it.mod_duration( -10_minutes * intense );
745 it.mod_intensity( -1 );
746 }
747 }
748 if( one_in( 21000 - ( intense * 1125 ) ) ) {
749 add_msg_if_player( m_bad, _( "You shudder suddenly." ) );
750 mutate();
751 it.mod_duration( -10_minutes * intense );
752 if( one_in( 2 ) ) {
753 it.mod_intensity( -1 );
754 }
755 }
756 }
757 if( intense > 2 ) {
758 if( one_in( 10000 ) ) {
759 if( !has_trait( trait_M_IMMUNE ) ) {
760 add_effect( effect_fungus, 1_turns, num_bp );
761 add_msg_if_player( m_bad, _( "You smell mold, and your skin itches." ) );
762 } else {
763 add_msg_if_player( m_info, _( "We have many colonists awaiting passage." ) );
764 }
765 // Set ourselves up for removal
766 it.set_duration( 0_turns );
767 }
768 if( one_in( 5000 ) ) {
769 // Like with the glow anomaly trap, but lower max and bypasses radsuits
770 add_msg_if_player( m_bad, _( "A blue flash of radiation permeates your vision briefly!" ) );
771 irradiate( rng( 10, 20 ), true );
772 it.mod_duration( -10_minutes * intense );
773 if( one_in( 4 ) ) {
774 it.mod_intensity( -1 );
775 }
776 }
777 }
778 if( one_in( 4000 ) ) {
779 add_msg_if_player( m_bad, _( "You're suddenly covered in ectoplasm." ) );
780 add_effect( effect_boomered, 10_minutes );
781 it.mod_duration( -10_minutes * intense );
782 }
783 if( one_in( 5000 ) ) {
784 add_msg_if_player( m_bad, _( "A strange sound reverberates around the edges of reality." ) );
785 // Comparable to the humming anomaly trap, with a narrower range
786 int volume = rng( 25, 150 );
787 std::string sfx;
788 if( volume <= 50 ) {
789 sfx = _( "hrmmm" );
790 } else if( volume <= 100 ) {
791 sfx = _( "HRMMM" );
792 } else {
793 sfx = _( "VRMMMMMM" );
794 }
795 sounds::sound( pos(), volume, sounds::sound_t::activity, sfx, false, "humming", "machinery" );
796 }
797 } else if( id == effect_asthma ) {
799 add_msg_if_player( m_good, _( "Your asthma attack stops." ) );
800 it.set_duration( 0_turns );
801 } else if( dur > 2_hours ) {
802 add_msg_if_player( m_bad, _( "Your asthma overcomes you.\nYou asphyxiate." ) );
803 g->events().send<event_type::dies_from_asthma_attack>( getID() );
804 hurtall( 500, nullptr );
805 } else if( dur > 70_minutes ) {
806 if( one_in( 120 ) ) {
807 add_msg_if_player( m_bad, _( "You wheeze and gasp for air." ) );
808 }
809 }
810 } else if( id == effect_brainworms ) {
811 if( one_in( 1536 ) ) {
812 add_msg_if_player( m_bad, _( "Your head aches faintly." ) );
813 }
814 if( one_in( 6144 ) ) {
815 mod_healthy_mod( -10, -100 );
816 apply_damage( nullptr, bodypart_id( "head" ), rng( 0, 1 ) );
817 if( !has_effect( effect_visuals ) ) {
818 add_msg_if_player( m_bad, _( "Your vision is getting fuzzy." ) );
819 add_effect( effect_visuals, rng( 1_minutes, 60_minutes ) );
820 }
821 }
822 if( one_in( 24576 ) ) {
823 mod_healthy_mod( -10, -100 );
824 apply_damage( nullptr, bodypart_id( "head" ), rng( 1, 2 ) );
825 if( !is_blind() && !sleeping ) {
826 add_msg_if_player( m_bad, _( "Your vision goes black!" ) );
827 add_effect( effect_blind, rng( 5_turns, 20_turns ) );
828 }
829 }
830 } else if( id == effect_tapeworm ) {
831 if( one_in( 3072 ) ) {
832 add_msg_if_player( m_bad, _( "Your bowels ache." ) );
833 }
834 } else if( id == effect_bloodworms ) {
835 if( one_in( 3072 ) ) {
836 add_msg_if_player( m_bad, _( "Your veins itch." ) );
837 }
838 } else if( id == effect_paincysts ) {
839 if( one_in( 3072 ) ) {
840 add_msg_if_player( m_bad, _( "Your muscles feel like they're knotted and tired." ) );
841 }
842 } else if( id == effect_datura ) {
843 if( dur > 100_minutes && focus_pool >= 1 && one_in( 24 ) ) {
844 focus_pool--;
845 }
846 if( dur > 200_minutes && one_in( 48 ) && get_stim() < 20 ) {
847 mod_stim( 1 );
848 }
849 if( dur > 300_minutes && focus_pool >= 1 && one_in( 12 ) ) {
850 focus_pool--;
851 }
852 if( dur > 400_minutes && one_in( 384 ) ) {
853 mod_pain( rng( -1, -8 ) );
854 }
855 if( ( !has_effect( effect_hallu ) ) && ( dur > 500_minutes && one_in( 24 ) ) ) {
856 add_effect( effect_hallu, 6_hours );
857 }
858 if( dur > 600_minutes && one_in( 768 ) ) {
859 mod_pain( rng( -3, -24 ) );
860 if( dur > 800_minutes && one_in( 16 ) ) {
862 _( "You're experiencing loss of basic motor skills and blurred vision. Your mind recoils in horror, unable to communicate with your spinal column." ) );
863 add_msg_if_player( m_bad, _( "You stagger and fall!" ) );
864 add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
865 if( one_in( 8 ) || x_in_y( character_effects::vomit_mod( *this ), 10 ) ) {
866 vomit();
867 }
868 }
869 }
870 if( dur > 700_minutes && focus_pool >= 1 ) {
871 focus_pool--;
872 }
873 if( dur > 800_minutes && one_in( 1536 ) ) {
874 add_effect( effect_visuals, rng( 4_minutes, 20_minutes ) );
875 mod_pain( rng( -8, -40 ) );
876 }
877 if( dur > 1200_minutes && one_in( 1536 ) ) {
878 add_msg_if_player( m_bad, _( "There's some kind of big machine in the sky." ) );
879 add_effect( effect_visuals, rng( 8_minutes, 40_minutes ) );
880 if( one_in( 32 ) ) {
881 add_msg_if_player( m_bad, _( "It's some kind of electric snake, coming right at you!" ) );
882 mod_pain( rng( 4, 40 ) );
883 vomit();
884 }
885 }
886 if( dur > 1400_minutes && one_in( 768 ) ) {
888 _( "Order us some golf shoes, otherwise we'll never get out of this place alive." ) );
889 add_effect( effect_visuals, rng( 40_minutes, 200_minutes ) );
890 if( one_in( 8 ) ) {
892 _( "The possibility of physical and mental collapse is now very real." ) );
893 if( one_in( 2 ) || x_in_y( character_effects::vomit_mod( *this ), 10 ) ) {
894 add_msg_if_player( m_bad, _( "No one should be asked to handle this trip." ) );
895 vomit();
896 mod_pain( rng( 8, 40 ) );
897 }
898 }
899 }
900
901 if( dur > 1800_minutes && one_in( 300 * 512 ) ) {
902 if( !has_trait( trait_NOPAIN ) ) {
904 _( "Your heart spasms painfully and stops, dragging you back to reality as you die." ) );
905 } else {
907 _( "You dissolve into beautiful paroxysms of energy. Life fades from your nebulae and you are no more." ) );
908 }
909 g->events().send<event_type::dies_from_drug_overdose>( getID(), id );
910 set_part_hp_cur( bodypart_id( "torso" ), 0 );
911 }
912 } else if( id == effect_grabbed ) {
914 int zed_number = 0;
915 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
916 const monster *const mon = g->critter_at<monster>( dest );
917 if( mon && mon->has_effect( effect_grabbing ) ) {
918 zed_number += mon->get_grab_strength();
919 }
920 }
921 if( zed_number > 0 ) {
922 //If intensity isn't pass the cap, average it with # of zeds
923 add_effect( effect_grabbed, 2_turns, bp_torso, ( intense + zed_number ) / 2 );
924 }
925 } else if( id == effect_bite ) {
926 bool recovered = false;
927 /* Recovery chances, use binomial distributions if balancing here. Healing in the bite
928 * stage provides additional benefits, so both the bite stage chance of healing and
929 * the cumulative chances for spontaneous healing are both given.
930 * Cumulative heal chances for the bite + infection stages:
931 * -200 health - 38.6%
932 * 0 health - 46.8%
933 * 200 health - 53.7%
934 *
935 * Heal chances in the bite stage:
936 * -200 health - 23.4%
937 * 0 health - 28.3%
938 * 200 health - 32.9%
939 *
940 * Cumulative heal chances the bite + infection stages with the resistant mutation:
941 * -200 health - 82.6%
942 * 0 health - 84.5%
943 * 200 health - 86.1%
944 *
945 * Heal chances in the bite stage with the resistant mutation:
946 * -200 health - 60.7%
947 * 0 health - 63.2%
948 * 200 health - 65.6%
949 */
950 if( dur % 10_turns == 0_turns ) {
951 int recover_factor = 100;
952 if( has_effect( effect_recover ) ) {
953 recover_factor -= get_effect_dur( effect_recover ) / 1_hours;
954 }
955 if( has_trait( trait_INFRESIST ) ) {
956 recover_factor += 200;
957 }
958 if( has_effect( effect_panacea ) ) {
959 recover_factor = 648000; //panacea is a guaranteed cure
960 } else if( has_effect( effect_strong_antibiotic ) ) {
961 recover_factor += 400;
962 } else if( has_effect( effect_antibiotic ) ) {
963 recover_factor += 200;
964 } else if( has_effect( effect_weak_antibiotic ) ) {
965 recover_factor += 100;
966 }
967 recover_factor += get_healthy() / 10;
968
969 if( x_in_y( recover_factor, 648000 ) ) {
970 //~ %s is bodypart name.
971 add_msg_if_player( m_good, _( "Your %s wound begins to feel better!" ),
972 body_part_name( bp ) );
973 // Set ourselves up for removal
974 it.set_duration( 0_turns );
975 recovered = true;
976 }
977 }
978 if( !recovered ) {
979 // Move up to infection
980 // Infection resistance can keep us in bite phase arbitrarily long
981 if( dur > 6_hours && !has_trait( trait_INFRESIST ) ) {
982 add_effect( effect_infected, 1_turns, bp );
983 // Set ourselves up for removal
984 it.set_duration( 0_turns );
985 } else if( has_effect( effect_strong_antibiotic ) ) {
986 // Strong antibiotic reverses progress
987 it.mod_duration( -1_turns );
988 } else if( has_effect( effect_antibiotic ) ) {
989 // Normal antibiotic prevents progression
990 } else if( has_effect( effect_weak_antibiotic ) ) {
991 if( calendar::once_every( 4_turns ) ) {
992 // Weak antibiotic slows down to a quarter
993 it.mod_duration( 1_turns );
994 }
995 } else {
996 it.mod_duration( 1_turns );
997 }
998 }
999 } else if( id == effect_infected ) {
1000 bool recovered = false;
1001 // Recovery chance, use binomial distributions if balancing here.
1002 // See "bite" for balancing notes on this.
1003 if( dur % 10_turns == 0_turns ) {
1004 int recover_factor = 100;
1005 if( has_effect( effect_recover ) ) {
1006 recover_factor -= get_effect_dur( effect_recover ) / 1_hours;
1007 }
1008 if( has_trait( trait_INFRESIST ) ) {
1009 recover_factor += 200;
1010 }
1011 if( has_effect( effect_panacea ) ) {
1012 recover_factor = 5184000;
1013 } else if( has_effect( effect_strong_antibiotic ) ) {
1014 recover_factor += 400;
1015 } else if( has_effect( effect_antibiotic ) ) {
1016 recover_factor += 200;
1017 } else if( has_effect( effect_weak_antibiotic ) ) {
1018 recover_factor += 100;
1019 }
1020 recover_factor += get_healthy() / 10;
1021
1022 if( x_in_y( recover_factor, 5184000 ) ) {
1023 //~ %s is bodypart name.
1024 add_msg_if_player( m_good, _( "Your %s wound begins to feel better!" ),
1025 body_part_name( bp ) );
1026 add_effect( effect_recover, 4 * dur );
1027 // Set ourselves up for removal
1028 it.set_duration( 0_turns );
1029 recovered = true;
1030 }
1031 }
1032 if( !recovered ) {
1033 // Don't kill if the player is on antibiotics
1035 it.mod_duration( -1_turns );
1036 } else if( has_effect( effect_antibiotic ) ) {
1037 // No progression
1038 } else if( has_effect( effect_weak_antibiotic ) ) {
1039 if( calendar::once_every( 4_turns ) ) {
1040 it.mod_duration( 1_turns );
1041 }
1042 } else if( dur > 1_days ) {
1043 add_msg_if_player( m_bad, _( "You succumb to the infection." ) );
1044 g->events().send<event_type::dies_of_infection>( getID() );
1045 hurtall( 500, nullptr );
1046 } else {
1047 it.mod_duration( 1_turns );
1048 }
1049 }
1050 } else if( id == effect_lying_down ) {
1051 set_moves( 0 );
1052 if( character_funcs::roll_can_sleep( *this ) ) {
1053 fall_asleep();
1054 // Set ourselves up for removal
1055 it.set_duration( 0_turns );
1056 }
1057 if( dur == 1_turns && !sleeping ) {
1058 add_msg_if_player( _( "You try to sleep, but can't…" ) );
1059 }
1060 } else if( id == effect_sleep ) {
1061 set_moves( 0 );
1062 if( is_avatar() ) {
1064 }
1065
1066 if( has_effect( effect_narcosis ) && get_fatigue() <= 25 ) {
1067 set_fatigue( 25 ); //Prevent us from waking up naturally while under anesthesia
1068 }
1069
1070 if( get_fatigue() <= 10 && !has_effect( effect_narcosis ) ) {
1071 set_fatigue( 0 );
1073 add_msg_if_player( m_good, _( "You feel well rested." ) );
1074 } else {
1076 _( "You feel physically rested, but you haven't been able to catch up on your missed sleep yet." ) );
1077 }
1078 it.set_duration( 0_seconds );
1079 }
1080
1081 // TODO: Move this to update_needs when NPCs can mutate
1082 if( calendar::once_every( 10_minutes ) && ( has_trait( trait_CHLOROMORPH ) ||
1084 g->m.is_outside( pos() ) ) {
1085 if( has_trait( trait_CHLOROMORPH ) ) {
1086 // Hunger and thirst fall before your Chloromorphic physiology!
1087 if( g->natural_light_level( posz() ) >= 12 &&
1088 get_weather().weather_id->sun_intensity >= sun_intensity_type::light ) {
1089 if( get_stored_kcal() < max_stored_kcal() - 50 ) {
1090 mod_stored_kcal( 50 );
1091 }
1093 mod_thirst( -5 );
1094 }
1095 }
1096 }
1097 if( has_trait( trait_M_SKIN3 ) ) {
1098 // Spores happen!
1099 if( g->m.has_flag_ter_or_furn( "FUNGUS", pos() ) ) {
1100 if( get_fatigue() >= 0 ) {
1101 mod_fatigue( -5 ); // Local guides need less sleep on fungal soil
1102 }
1103 if( calendar::once_every( 1_hours ) ) {
1104 spores(); // spawn some P O O F Y B O I S
1105 }
1106 }
1107 }
1108 if( has_trait( trait_WATERSLEEP ) ) {
1109 mod_fatigue( -3 ); // Fish sleep less in water
1110 }
1111 }
1112
1113 // Check mutation category strengths to see if we're mutated enough to get a dream
1114 std::string highcat = get_highest_category();
1115 int highest = mutation_category_level[highcat];
1116
1117 // Determine the strength of effects or dreams based upon category strength
1118 int strength = 0; // Category too weak for any effect or dream
1119 if( crossed_threshold() ) {
1120 strength = 4; // Post-human.
1121 } else if( highest >= 20 && highest < 35 ) {
1122 strength = 1; // Low strength
1123 } else if( highest >= 35 && highest < 50 ) {
1124 strength = 2; // Medium strength
1125 } else if( highest >= 50 ) {
1126 strength = 3; // High strength
1127 }
1128
1129 // Get a dream if category strength is high enough.
1130 if( strength != 0 ) {
1131 //Once every 6 / 3 / 2 hours, with a bit of randomness
1132 if( calendar::once_every( 6_hours / strength ) && one_in( 3 ) ) {
1133 // Select a dream
1134 std::string dream = dreams::get_random_for_category( highcat, strength );
1135 if( !dream.empty() ) {
1137 }
1138 // Mycus folks upgrade in their sleep.
1139 if( has_trait( trait_THRESH_MYCUS ) ) {
1140 if( one_in( 8 ) ) {
1141 mutate_category( "MYCUS" );
1142 mod_stored_nutr( 10 );
1143 mod_thirst( 10 );
1144 mod_fatigue( 5 );
1145 }
1146 }
1147 }
1148 }
1149
1150 bool woke_up = false;
1151 int tirednessVal = rng( 5, 200 ) + rng( 0, std::abs( get_fatigue() * 2 * 5 ) );
1152 if( !is_blind() && !has_effect( effect_narcosis ) ) {
1153 if( !has_trait(
1154 trait_SEESLEEP ) ) { // People who can see while sleeping are acclimated to the light.
1156 // So you can too sleep through noon
1157 if( ( tirednessVal * 1.25 ) < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1158 one_in( get_fatigue() / 2 ) ) ) {
1159 add_msg_if_player( _( "It's too bright to sleep." ) );
1160 // Set ourselves up for removal
1161 it.set_duration( 0_turns );
1162 woke_up = true;
1163 }
1164 // Ursine hibernators would likely do so indoors. Plants, though, might be in the sun.
1165 } else if( has_trait( trait_HIBERNATE ) ) {
1166 if( ( tirednessVal * 5 ) < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1167 one_in( get_fatigue() / 2 ) ) ) {
1168 add_msg_if_player( _( "It's too bright to sleep." ) );
1169 // Set ourselves up for removal
1170 it.set_duration( 0_turns );
1171 woke_up = true;
1172 }
1173 } else if( tirednessVal < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1174 one_in( get_fatigue() / 2 ) ) ) {
1175 add_msg_if_player( _( "It's too bright to sleep." ) );
1176 // Set ourselves up for removal
1177 it.set_duration( 0_turns );
1178 woke_up = true;
1179 }
1180 } else if( has_active_mutation( trait_SEESLEEP ) ) {
1181 Creature *hostile_critter = g->is_hostile_very_close();
1182 if( hostile_critter != nullptr ) {
1183 add_msg_if_player( _( "You see %s approaching!" ),
1184 hostile_critter->disp_name() );
1185 it.set_duration( 0_turns );
1186 woke_up = true;
1187 }
1188 }
1189 }
1190
1191 // Have we already woken up?
1192 if( !woke_up && !has_effect( effect_narcosis ) ) {
1193 // Cold or heat may wake you up.
1194 // Player will sleep through cold or heat if fatigued enough
1195 for( const body_part bp : all_body_parts ) {
1196 if( temp_cur[bp] < BODYTEMP_VERY_COLD - get_fatigue() / 2 ) {
1197 if( one_in( 30000 ) ) {
1198 add_msg_if_player( _( "You toss and turn trying to keep warm." ) );
1199 }
1200 if( temp_cur[bp] < BODYTEMP_FREEZING - get_fatigue() / 2 ||
1201 one_in( temp_cur[bp] * 6 + 30000 ) ) {
1202 add_msg_if_player( m_bad, _( "It's too cold to sleep." ) );
1203 // Set ourselves up for removal
1204 it.set_duration( 0_turns );
1205 woke_up = true;
1206 break;
1207 }
1208 } else if( temp_cur[bp] > BODYTEMP_VERY_HOT + get_fatigue() / 2 ) {
1209 if( one_in( 30000 ) ) {
1210 add_msg_if_player( _( "You toss and turn in the heat." ) );
1211 }
1212 if( temp_cur[bp] > BODYTEMP_SCORCHING + get_fatigue() / 2 ||
1213 one_in( 90000 - temp_cur[bp] ) ) {
1214 add_msg_if_player( m_bad, _( "It's too hot to sleep." ) );
1215 // Set ourselves up for removal
1216 it.set_duration( 0_turns );
1217 woke_up = true;
1218 break;
1219 }
1220 }
1221 }
1223 one_in( 43200 ) && is_player() ) ) {
1224 if( one_in( 2 ) ) {
1225 sound_hallu();
1226 } else {
1227 int max_count = rng( 1, 3 );
1228 int count = 0;
1229 for( const tripoint &mp : g->m.points_in_radius( pos(), 1 ) ) {
1230 if( mp == pos() ) {
1231 continue;
1232 }
1233 if( g->m.has_flag( "FLAT", mp ) &&
1234 g->m.pl_sees( mp, 2 ) ) {
1235 g->spawn_hallucination( mp );
1236 if( ++count > max_count ) {
1237 break;
1238 }
1239 }
1240 }
1241 }
1242 it.set_duration( 0_turns );
1243 woke_up = true;
1244 }
1245 }
1246
1247 // A bit of a hack: check if we are about to wake up for any reason, including regular
1248 // timing out of sleep
1249 if( dur == 1_turns || woke_up ) {
1250 wake_up();
1251 }
1252 } else if( id == effect_alarm_clock ) {
1253 if( in_sleep_state() ) {
1254 const bool asleep = has_effect( effect_sleep );
1255 if( has_bionic( bio_watch ) ) {
1256 if( dur == 1_turns ) {
1257 if( !asleep ) {
1258 add_msg_if_player( _( "Your internal chronometer went off and you haven't slept a wink." ) );
1260 } else {
1261 // Secure the flag before wake_up() clears the effect
1262 bool slept_through = has_effect( effect_slept_through_alarm );
1263 wake_up();
1264 if( slept_through ) {
1265 add_msg_if_player( _( "Your internal chronometer finally wakes you up." ) );
1266 } else {
1267 add_msg_if_player( _( "Your internal chronometer wakes you up." ) );
1268 }
1269 }
1270 }
1271 } else {
1272 if( asleep && dur == 1_turns ) {
1275 }
1276 // 10 minute automatic snooze
1277 it.mod_duration( 10_minutes );
1278 } else if( dur == 2_turns ) {
1279 // let the sound code handle the wake-up part
1280 sounds::sound( pos(), 16, sounds::sound_t::alarm, _( "beep-beep-beep!" ), false, "tool",
1281 "alarm_clock" );
1282 }
1283 }
1284 } else {
1285 if( dur == 1_turns ) {
1286 if( is_avatar() && has_alarm_clock() ) {
1287 sounds::sound( pos(), 16, sounds::sound_t::alarm, _( "beep-beep-beep!" ), false, "tool",
1288 "alarm_clock" );
1289 const std::string alarm = _( "Your alarm is going off." );
1290 g->cancel_activity_or_ignore_query( distraction_type::alert, alarm );
1291 add_msg( _( "Your alarm went off." ) );
1292 }
1293 }
1294 }
1295 } else if( id == effect_mending ) {
1296 if( !is_limb_broken( convert_bp( bp ) ) ) {
1297 it.set_duration( 0_turns );
1298 }
1299 } else if( id == effect_disabled ) {
1300 if( !is_limb_broken( convert_bp( bp ) ) ) {
1302 }
1303 } else if( id == effect_panacea ) {
1304 // restore health all body parts, dramatically reduce pain
1305 healall( 1 );
1306 mod_pain( -10 );
1307 }
1308}
bool has_psy_protection(const Character &c, int partial_chance)
Returns true if the player has a psyshield artifact, or sometimes if wearing tinfoil.
void mutate_category(const std::string &mut_cat)
Picks a random valid mutation in a category and mutate_towards() it.
Definition: mutation.cpp:1019
void sound_hallu()
Creates an auditory hallucination.
Definition: suffer.cpp:1681
void wake_up()
Removes "sleep" and "lying_down".
Definition: character.cpp:7551
int posz() const override
Definition: character.h:800
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4190
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4185
void mutate()
Picks a random valid mutation and gives it to the Character, possibly removing/changing others along ...
Definition: mutation.cpp:820
bool crossed_threshold() const
Returns true if the player has crossed a mutation threshold Player can only cross one mutation thresh...
Definition: character.cpp:8690
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6255
bool has_alarm_clock() const
Returns true if the player or their vehicle has an alarm clock.
Definition: character.cpp:713
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4180
std::string get_highest_category() const
Returns the highest mutation category.
Definition: character.cpp:7815
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4310
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8635
int get_speed() const override
Definition: character.cpp:4130
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1507
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4195
virtual int get_num_blocks_bonus() const
Definition: creature.cpp:1468
virtual void set_num_blocks_bonus(int nblocks)
Definition: creature.cpp:1739
void set_moves(int nmoves)
Definition: creature.cpp:1432
static MonsterGroupResult GetResultFromGroup(const mongroup_id &group, int *quantity=nullptr)
Definition: mongroup.cpp:98
void set_duration(const time_duration &dur, bool alert=false)
Sets the duration, capping at max_duration if it exists.
Definition: effect.cpp:805
int mod_intensity(int mod, bool alert=false)
Modify intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:886
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
bool has_effect_when_carried(art_effect_passive effect) const
Does the item provide the artifact effect when it is carried?
Definition: item.cpp:9752
bool has_effect_when_wielded(art_effect_passive effect) const
Does the item provide the artifact effect when it is wielded?
Definition: item.cpp:9734
static const ma_buff * from_effect(const effect &eff)
int get_grab_strength() const
Definition: monster.cpp:2015
Definition: player.h:84
@ AEP_EVIL
Definition: enums.h:127
@ AEP_SCHIZO
Definition: enums.h:128
@ dies_from_asthma_attack
@ dermatik_eggs_hatch
@ teleglow_teleports
field_type_id fd_tindalos_rift
Definition: field_type.cpp:387
input_manager inp_mngr
Definition: input.cpp:109
furn_id f_rubble_rock
Definition: mapdata.cpp:1099
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
double vomit_mod(const Character &ch)
Returns the modifier value used for vomiting effects.
bool roll_can_sleep(Character &who)
Checked each turn during "lying_down", returns true if the avatar falls asleep.
constexpr size_t count()
Definition: fmtlib_core.h:1073
std::string get_random_for_category(const std::string &cat, int strength)
Returns a random dream description that matches given category and strength.
Definition: sounds.h:92
static const trait_id trait_M_SKIN3("M_SKIN3")
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_downed("downed")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_blind("blind")
static const efftype_id effect_datura("datura")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_dermatik("dermatik")
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_infected("infected")
static const efftype_id effect_cold("cold")
static const efftype_id effect_attention("attention")
static const efftype_id effect_recover("recover")
static const efftype_id effect_asthma("asthma")
static const efftype_id effect_antibiotic("antibiotic")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static void eff_fun_bloated(player &u, effect &it)
static const efftype_id effect_hallu("hallu")
static void eff_fun_cold(player &u, effect &it)
static const efftype_id effect_bite("bite")
static const mtype_id mon_dermatik_larva("mon_dermatik_larva")
static const trait_id trait_THRESH_MYCUS("THRESH_MYCUS")
static const efftype_id effect_tapeworm("tapeworm")
static const efftype_id effect_boomered("boomered")
static const trait_id trait_HIBERNATE("HIBERNATE")
static const trait_id trait_SEESLEEP("SEESLEEP")
static const efftype_id effect_hot("hot")
static const mongroup_id GROUP_NETHER("GROUP_NETHER")
static void eff_fun_hot(player &u, effect &it)
static void eff_fun_bleed(player &u, effect &it)
static const efftype_id effect_spores("spores")
static const efftype_id effect_evil("evil")
static const trait_id trait_INFRESIST("INFRESIST")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_weak_antibiotic("weak_antibiotic")
static void eff_fun_fungus(player &u, effect &it)
static const efftype_id effect_panacea("panacea")
static const efftype_id effect_visuals("visuals")
static const efftype_id effect_dazed("dazed")
static void eff_fun_toxin_buildup(player &u, effect &it)
static void eff_fun_spores(player &u, effect &it)
static const bionic_id bio_watch("bio_watch")
static const efftype_id effect_paincysts("paincysts")
static const efftype_id effect_toxin_buildup("toxin_buildup")
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_bloated("bloated")
static void eff_fun_mutating(player &u, effect &it)
static const efftype_id effect_fearparalyze("fearparalyze")
static const efftype_id effect_strong_antibiotic("strong_antibiotic")
static const trait_id trait_CHLOROMORPH("CHLOROMORPH")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const efftype_id effect_nausea("nausea")
static const efftype_id effect_rat("rat")
static void eff_fun_frostbite(player &u, effect &it)
static void eff_fun_onfire(player &u, effect &it)
static const efftype_id effect_lying_down("lying_down")
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static void eff_fun_rat(player &u, effect &it)
static const efftype_id effect_mutating("mutating")
static void eff_fun_hallu(player &u, effect &it)
static const efftype_id effect_formication("formication")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")
static const efftype_id effect_mending("mending")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_disabled("disabled")
static const efftype_id effect_alarm_clock("alarm_clock")
static const trait_id trait_NOPAIN("NOPAIN")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const efftype_id effect_brainworms("brainworms")
static const efftype_id effect_onfire("onfire")
static const efftype_id effect_frostbite("frostbite")
bool one_turn_in(const time_duration &duration)
Definition: rng.cpp:70
mtype_id name
Definition: mongroup.h:53

References _, activity, sounds::activity, Creature::add_effect(), add_miss_reason(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_EVIL, AEP_SCHIZO, sounds::alarm, alert, all_body_parts, apply_damage(), Creature::as_player(), bio_watch, body_part_name(), body_part_name_accusative(), BODYTEMP_FREEZING, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_torso, convert_bp(), detail::count(), crossed_threshold(), dermatik_eggs_hatch, dies_from_asthma_attack, dies_from_drug_overdose, dies_of_infection, Creature::disp_name(), eff_fun_bleed(), eff_fun_bloated(), eff_fun_cold(), eff_fun_frostbite(), eff_fun_fungus(), eff_fun_hallu(), eff_fun_hot(), eff_fun_mutating(), eff_fun_onfire(), eff_fun_rat(), eff_fun_spores(), eff_fun_toxin_buildup(), effect_adrenaline, effect_alarm_clock, effect_antibiotic, effect_asthma, effect_attention, effect_bite, effect_bleed, effect_blind, effect_bloated, effect_bloodworms, effect_boomered, effect_brainworms, effect_cold, effect_datura, effect_dazed, effect_dermatik, effect_disabled, effect_downed, effect_evil, effect_fearparalyze, effect_formication, effect_frostbite, effect_fungus, effect_grabbed, effect_grabbing, effect_hallu, effect_hot, effect_infected, effect_lying_down, effect_mending, effect_mutating, effect_narcosis, effect_nausea, effect_onfire, effect_paincysts, effect_panacea, effect_rat, effect_recover, effect_sleep, effect_slept_through_alarm, effect_spores, effect_strong_antibiotic, effect_tapeworm, effect_teleglow, effect_toxin_buildup, effect_visuals, effect_weak_antibiotic, f_rubble_rock, fall_asleep(), fd_tindalos_rift, focus_pool, ma_buff::from_effect(), g, effect::get_bp(), effect::get_duration(), Creature::get_effect_dur(), get_fatigue(), monster::get_grab_strength(), get_healthy(), get_highest_category(), effect::get_id(), get_int(), effect::get_intensity(), Creature::get_num_blocks_bonus(), dreams::get_random_for_category(), get_sleep_deprivation(), get_speed(), get_stim(), get_stored_kcal(), get_thirst(), get_weather(), getID(), MonsterGroupManager::GetResultFromGroup(), GROUP_NETHER, harmless, has_active_mutation(), has_alarm_clock(), has_artifact_with(), has_bionic(), Creature::has_effect(), item::has_effect_when_carried(), item::has_effect_when_wielded(), has_psy_protection(), has_trait(), healall(), hostile_spotted_far, hurtall(), id, in_sleep_state(), inp_mngr, irradiate(), Creature::is_avatar(), is_blind(), is_limb_broken(), Creature::is_npc(), Creature::is_player(), light, m_bad, m_good, m_info, m_warning, max_stored_kcal(), mod_dex_bonus(), effect::mod_duration(), mod_fatigue(), mod_healthy_mod(), mod_int_bonus(), effect::mod_intensity(), mod_pain(), mod_per_bonus(), mod_stim(), mod_stored_kcal(), mod_stored_nutr(), mod_str_bonus(), mod_thirst(), mon_dermatik_larva, MORALE_FEELING_BAD, Creature::moves, mutate(), mutate_category(), mutation_category_level, name, MonsterGroupResult::name, num_bp, calendar::once_every(), one_in(), one_turn_in(), pos(), posx(), posy(), posz(), input_manager::pump_events(), snippet_library::random_from_category(), Creature::remove_effect(), rng(), character_funcs::roll_can_sleep(), effect::set_duration(), set_fatigue(), Creature::set_moves(), Creature::set_num_blocks_bonus(), Creature::set_part_hp_cur(), player_activity::set_to_null(), SNIPPET, sounds::sound(), sound_hallu(), spores(), str_max, teleglow_teleports, teleport::teleport(), temp_cur, body_part_type::token, trait_CHLOROMORPH, trait_HEAVYSLEEPER2, trait_HIBERNATE, trait_INFRESIST, trait_M_IMMUNE, trait_M_SKIN3, trait_NOPAIN, trait_SCHIZOPHRENIC, trait_SEESLEEP, trait_THRESH_MYCUS, trait_WATERSLEEP, turgid, vomit(), character_effects::vomit_mod(), wake_up(), weapon, worn, tripoint::x, x_in_y(), and tripoint::y.

Referenced by process_one_effect().

◆ has_active_bionic()

bool Character::has_active_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id and it is powered on.

Definition at line 1810 of file character.cpp.

1811{
1812 for( const bionic &i : *my_bionics ) {
1813 if( i.id == b ) {
1814 return ( i.powered && i.incapacitated_time == 0_turns );
1815 }
1816 }
1817 return false;
1818}

References b, and my_bionics.

Referenced by absorb_hit(), activate_bionic(), active_light(), adjust_for_focus(), attack_cost(), basic_symbol_color(), burn_move_stamina(), character_martial_arts::can_arm_block(), can_feed_furnace_with(), character_martial_arts::can_leg_block(), comestible_inventory_preset::comestible_inventory_preset(), crit_chance(), avatar::do_read(), do_skill_rust(), game::do_turn(), draw_bionics_titlebar(), draw_skills_tab(), iuse::ehandcuffs(), npc::finish_read(), get_env_resist(), get_hit_weapon(), ranged::gunmode_checks_weapon(), game::handle_action(), has_fire(), has_nv(), hearing_ability(), impact(), in_climate_control(), is_blind(), is_deaf(), is_immune_damage(), is_immune_field(), ma_requirements::is_valid_character(), game::item_action_menu(), trapfunc::ledge(), melee_attack(), melee_special_effects(), modify_morale(), game::monmove(), mut_cbm_encumb(), on_hit(), game::on_move_effects(), perform_technique(), character_martial_arts::pick_style(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), map::player_in_field(), process_items(), character_funcs::rate_sleep_spot(), recalc_sight_limits(), npc::recharge_cbm(), game::remoteveh(), reset_stats(), mattack::riotbot(), roll_bash_damage(), character_funcs::roll_can_sleep(), roll_cut_damage(), roll_stab_damage(), run_cost(), character_funcs::search_surroundings(), sees_with_specials(), game::setremoteveh(), iuse::solarpack(), ranged::throw_item(), throw_range(), avatar_funcs::try_to_sleep(), character_funcs::try_uncanny_dodge(), update_health(), update_needs(), update_stamina(), use_charges(), use_fire(), and npc::wants_to_recharge_cbm().

◆ has_active_item()

bool Character::has_active_item ( const itype_id id) const

Whether the player carries an active item of the given item type.

Definition at line 2493 of file character.cpp.

2494{
2495 return has_item_with( [id]( const item & it ) {
2496 return it.active && it.typeId() == id;
2497 } );
2498}

References item::active, visitable< Character >::has_item_with(), and item::typeId().

Referenced by deactivate_bionic(), game::handle_action(), iuse::mp3(), game::remoteveh(), and game::setremoteveh().

◆ has_active_mutation()

◆ has_activity() [1/2]

bool Character::has_activity ( const activity_id type) const

◆ has_activity() [2/2]

bool Character::has_activity ( const std::vector< activity_id > &  types) const

Check if player currently has any of the given activities.

Definition at line 9201 of file character.cpp.

9202{
9203 return std::find( types.begin(), types.end(), activity.id() ) != types.end();
9204}
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)

References activity, detail::find(), and player_activity::id().

◆ has_addiction()

bool Character::has_addiction ( add_type  type) const

Returns true if the player has an addiction of the specified type.

Definition at line 1913 of file suffer.cpp.

1914{
1915 return std::any_of( addictions.begin(), addictions.end(),
1916 [type]( const addiction & ad ) {
1917 return ad.type == type && ad.intensity >= MIN_ADDICTION_LEVEL;
1918 } );
1919}

References addictions, and type.

Referenced by character_funcs::rate_sleep_spot().

◆ has_alarm_clock()

bool Character::has_alarm_clock ( ) const

Returns true if the player or their vehicle has an alarm clock.

Definition at line 713 of file character.cpp.

714{
715 map &here = get_map();
716 return ( has_item_with_flag( "ALARMCLOCK", true ) ||
717 ( here.veh_at( pos() ) &&
718 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "ALARMCLOCK" ) ) ) ||
720}
static const bionic_id bio_watch("bio_watch")
bool has_item_with_flag(const std::string &flag, bool need_charges=false) const
Definition: character.cpp:9558

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by hardcoded_effects(), sleep(), and wait().

◆ has_any_bionic()

bool Character::has_any_bionic ( ) const

Returns true if the player has any bionic.

Definition at line 1820 of file character.cpp.

1821{
1822 return !get_bionics().empty();
1823}

References get_bionics().

Referenced by mattack::nurse_operate().

◆ has_artifact_with()

bool Character::has_artifact_with ( art_effect_passive  effect) const
virtual

Reimplemented in npc.

Definition at line 3196 of file character.cpp.

3197{
3199 return true;
3200 }
3201 for( auto &i : worn ) {
3202 if( i.has_effect_when_worn( effect ) ) {
3203 return true;
3204 }
3205 }
3206 return has_item_with( [effect]( const item & it ) {
3207 return it.has_effect_when_carried( effect );
3208 } );
3209}

References item::has_effect_when_carried(), item::has_effect_when_wielded(), visitable< Character >::has_item_with(), weapon, and worn.

Referenced by active_light(), basic_symbol_color(), deal_damage(), item::food_info(), hardcoded_effects(), is_immune_damage(), is_invisible(), melee_attack(), map::open_door(), recalc_sight_limits(), recalc_speed_bonus(), suffer_from_artifacts(), suffer_while_awake(), update_health(), game::walk_move(), and weight_capacity().

◆ has_base_trait()

bool Character::has_base_trait ( const trait_id b) const

Returns true if the player has the entered starting trait.

Definition at line 119 of file mutation.cpp.

120{
121 // Look only at base traits
122 return my_traits.find( b ) != my_traits.end();
123}

References b, and my_traits.

Referenced by build_mut_dependency_map(), do_purify(), wish_mutate_callback::key(), mutate_towards(), old_mutate(), iuse::purify_iv(), iuse::purify_smart(), remove_mutation(), detail::show_mutations_ui_internal(), and debug_menu::wishmutate().

◆ has_bionic()

bool Character::has_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id.

Definition at line 1800 of file character.cpp.

1801{
1802 for( const bionic_id &bid : get_bionics() ) {
1803 if( bid == b ) {
1804 return true;
1805 }
1806 }
1807 return false;
1808}

References b, and get_bionics().

Referenced by npc::activate_bionic_by_id(), add_bionic(), iexamine::autodoc(), autodoc_internal(), bionics_install_failure(), talk_trial::calc_chance(), calc_needs_rates(), character_martial_arts::can_arm_block(), character_martial_arts::can_leg_block(), npc::can_read(), can_uninstall_bionic(), install_bionic_actor::can_use(), item::color_in_inventory(), consume_effects(), consume_med(), activity_handlers::cracking_do_turn(), deactivate_bionic(), npc::deactivate_bionic_by_id(), draw_env_compact(), draw_speed_tab(), draw_time_classic(), eat(), iuse::einktabletpc(), iexamine::fireplace(), item::food_info(), avatar::get_book_reader(), bionic_install_preset::get_denial(), bionic_install_surgeon_preset::get_denial(), get_temp(), ranged::get_weapon_dispersion(), hardcoded_effects(), has_alarm_clock(), has_enough_anesth(), has_fire(), has_watch(), is_immune_effect(), player::load(), game::on_move_effects(), activity_handlers::operation_do_turn(), overmap_sight_range(), iexamine::pay_gas(), sounds::process_sound_markers(), read_speed(), recalc_sight_limits(), recalc_speed_bonus(), iuse::robotcontrol(), roll_cut_damage(), roll_stab_damage(), run_cost(), iexamine::safe(), conditional_t< T >::set_has_bionics(), sight_impaired(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_from_sunburn(), suffer_while_underwater(), try_start_hacking(), update_bodytemp(), consume_drug_iuse::use(), npc::use_bionic_by_id(), game::use_computer(), use_fire(), volume_capacity_reduced_by(), avatar::wake_up(), game::walk_move(), and will_eat().

◆ has_bionics()

bool Character::has_bionics ( ) const

Whether character has any bionics installed.

Definition at line 2725 of file bionics.cpp.

2726{
2727 return !my_bionics->empty() || has_max_power();
2728}

References has_max_power(), and my_bionics.

Referenced by conditional_t< T >::set_has_bionics().

◆ has_charges()

bool Character::has_charges ( const itype_id it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
) const

Definition at line 9575 of file character.cpp.

9577{
9578 if( it == itype_fire || it == itype_apparatus ) {
9579 return has_fire( quantity );
9580 }
9581 if( it == itype_UPS && is_mounted() &&
9582 mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) ) {
9583 auto mons = mounted_creature.get();
9584 return quantity <= mons->battery_item->ammo_remaining();
9585 }
9586 if( it == itype_bio_armor ) {
9587 int mod_qty = 0;
9588 float efficiency = 1;
9589 for( const bionic &bio : *my_bionics ) {
9590 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9591 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9592 }
9593 }
9594 if( efficiency == 1 ) {
9595 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9596 }
9597 mod_qty = quantity / efficiency;
9598 return ( has_power() && get_power_level() >= units::from_kilojoule( mod_qty ) );
9599 }
9600 return charges_of( it, quantity, filter ) == quantity;
9601}
static const itype_id itype_fire("fire")
static const flag_str_id flag_BIONIC_ARMOR_INTERFACE("BIONIC_ARMOR_INTERFACE")
static const itype_id itype_apparatus("apparatus")
bool has_power() const
Definition: character.cpp:1932
bool has_fire(int quantity) const
Definition: character.cpp:9722

References visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, units::from_kilojoule(), get_power_level(), has_fire(), has_power(), is_mounted(), itype_apparatus, itype_bio_armor, itype_fire, itype_UPS, MF_RIDEABLE_MECH, mounted_creature, and my_bionics.

Referenced by iexamine::arcfurnace_empty(), iuse::cable_attach(), can_eat(), iexamine::can_fertilize(), can_reload(), cauterize_actor::can_use(), craft_command::check_item_components_missing(), craft_command::check_tool_components_missing(), consume_charges(), consume_med(), consume_remote_fuel(), player::craft_consume_tools(), iuse::ecig(), activity_handlers::fertilize_plot_do_turn(), find_remote_fuel(), crafting::find_tool_component(), iuse::firecracker_pack(), avatar_funcs::gunmod_add(), ranged::gunmode_checks_weapon(), has_enough_charges(), has_fire(), npc::heal_self(), iexamine::kiln_empty(), npc::move(), iexamine::pay_gas(), avatar_action::reload(), talk_effect_fun_t::set_consume_item(), conditional_t< T >::set_has_items(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), iuse::smoking(), suffer_from_asthma(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), use_charges_if_avail(), and use_fire().

◆ has_child_flag()

bool Character::has_child_flag ( const trait_id flag) const

Returns true if the player has the entered mutation child flag.

Definition at line 1460 of file mutation.cpp.

1461{
1462 for( const trait_id &elem : flag->replacements ) {
1463 const trait_id &tmp = elem;
1464 if( has_trait( tmp ) || has_child_flag( tmp ) ) {
1465 return true;
1466 }
1467 }
1468 return false;
1469}
bool has_child_flag(const trait_id &flag) const
Returns true if the player has the entered mutation child flag.
Definition: mutation.cpp:1460

References has_child_flag(), has_trait(), and mutation_branch::replacements.

Referenced by has_child_flag(), mutate_towards(), mutation_ok(), and remove_child_flag().

◆ has_destination()

◆ has_destination_activity()

bool Character::has_destination_activity ( ) const

◆ has_distant_destination()

bool Character::has_distant_destination ( ) const

Definition at line 10472 of file character.cpp.

10473{
10476}
static const activity_id ACT_TRAVELLING("ACT_TRAVELLING")
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1834

References ACT_TRAVELLING, get_destination_activity(), has_destination(), player_activity::id(), player_activity::is_null(), and omt_path.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), and game::do_turn().

◆ has_enough_anesth()

bool Character::has_enough_anesth ( const itype cbm,
player patient 
)

Has enough anesthetic for surgery.

Definition at line 1935 of file bionics.cpp.

1936{
1937 if( !cbm->bionic ) {
1938 debugmsg( "has_enough_anesth( const itype *cbm ): %s is not a bionic", cbm->get_id() );
1939 return false;
1940 }
1941
1944 return true;
1945 }
1946
1947 const int weight = 7;
1948 const requirement_data req_anesth = *requirement_id( "anesthetic" ) *
1949 cbm->bionic->difficulty * 2 * weight;
1950
1952}
static const bionic_id bio_painkiller("bio_painkiller")
static const trait_id trait_DEBUG_BIONICS("DEBUG_BIONICS")
static const trait_id trait_NOPAIN("NOPAIN")
bool is_crafting_component(const item &component)
Default filter for crafting component searches.
Definition: item.h:2262
cata::value_ptr< islot_bionic > bionic
Definition: itype.h:863
bool can_make_with_inventory(const inventory &crafting_inv, const std::function< bool(const item &)> &filter, int batch=1, cost_adjustment=cost_adjustment::none) const
Returns true if the requirements are fufilled by the filtered inventory.
string_id< requirement_data > requirement_id
Definition: type_id.h:146

References bio_painkiller, itype::bionic, requirement_data::can_make_with_inventory(), crafting_inventory(), debugmsg, itype::get_id(), has_bionic(), has_trait(), is_crafting_component(), trait_DEBUG_BIONICS, and trait_NOPAIN.

Referenced by bionic_install_preset::get_denial(), and bionic_uninstall_preset::get_denial().

◆ has_enough_charges()

bool Character::has_enough_charges ( const item it,
bool  show_msg 
) const

Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges.

Definition at line 7338 of file character.cpp.

7339{
7340 if( !it.is_tool() || !it.ammo_required() ) {
7341 return true;
7342 }
7343 if( it.is_power_armor() ) {
7344 if( ( character_funcs::can_interface_armor( *this ) &&
7347 it.ammo_sufficient() ) {
7348 return true;
7349 }
7350
7351 if( show_msg ) {
7352 if( it.has_flag( flag_USE_UPS ) ) {
7354 vgettext( "Your %s needs %d charge, from some UPS or a Bionic Power Interface.",
7355 "Your %s needs %d charges, from some UPS or a Bionic Power Interface.",
7356 it.ammo_required() ),
7357 it.tname(), it.ammo_required() );
7358 } else {
7360 vgettext( "Your %s needs %d charge, from a Bionic Power Interface.",
7361 "Your %s needs %d charges, from a Bionic Power Interface.",
7362 it.ammo_required() ),
7363 it.tname(), it.ammo_required() );
7364 }
7365 }
7366 return false;
7367 }
7368 if( it.has_flag( flag_USE_UPS ) ) {
7369 if( has_charges( itype_UPS, it.ammo_required() ) || it.ammo_sufficient() ) {
7370 return true;
7371 }
7372 if( show_msg ) {
7374 vgettext( "Your %s needs %d charge from some UPS.",
7375 "Your %s needs %d charges from some UPS.",
7376 it.ammo_required() ),
7377 it.tname(), it.ammo_required() );
7378 }
7379 return false;
7380 } else if( !it.ammo_sufficient() ) {
7381 if( show_msg ) {
7383 vgettext( "Your %s has %d charge but needs %d.",
7384 "Your %s has %d charges but needs %d.",
7385 it.ammo_remaining() ),
7386 it.tname(), it.ammo_remaining(), it.ammo_required() );
7387 }
7388 return false;
7389 }
7390 return true;
7391}
bool ammo_sufficient(int qty=1) const
Check if sufficient ammo is loaded for given number of uses.
Definition: item.cpp:7475

References Creature::add_msg_if_player(), item::ammo_remaining(), item::ammo_required(), item::ammo_sufficient(), character_funcs::can_interface_armor(), flag_USE_UPS(), has_charges(), item::has_flag(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, m_info, item::tname(), and vgettext().

Referenced by activatable_inventory_preset::get_denial(), invoke_item(), iuse::jackhammer(), and iuse::note_bionics().

◆ has_fire()

bool Character::has_fire ( int  quantity) const

Definition at line 9722 of file character.cpp.

9723{
9724 // TODO: Replace this with a "tool produces fire" flag.
9725
9726 if( get_map().has_nearby_fire( pos() ) ) {
9727 return true;
9728 } else if( has_item_with_flag( "FIRE" ) ) {
9729 return true;
9730 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9731 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9732 for( auto &i : firestarters ) {
9733 if( !i->type->can_have_charges() ) {
9734 const use_function *usef = i->type->get_use( "firestarter" );
9735 if( !usef ) {
9736 debugmsg( "failed to get use func 'firestarter' for item '%s'", i->typeId().c_str() );
9737 continue;
9738 }
9739 const firestarter_actor *actor = dynamic_cast<const firestarter_actor *>( usef->get_actor_ptr() );
9740 if( actor->can_use( *this->as_character(), *i, false, tripoint_zero ).success() ) {
9741 return true;
9742 }
9743 } else if( has_charges( i->typeId(), quantity ) ) {
9744 return true;
9745 }
9746 }
9747 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9748 return true;
9749 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9750 return true;
9751 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9752 return true;
9753 } else if( is_npc() ) {
9754 // HACK: A hack to make NPCs use their Molotovs
9755 return true;
9756 }
9757 return false;
9758}
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_laser("bio_laser")
static const bionic_id bio_tools("bio_tools")
std::vector< const item * > all_items_with_flag(const std::string &flag) const
All items that have the given flag (item::has_flag).
Definition: character.cpp:9568
Starts a fire instantly.
Definition: iuse_actor.h:529
ret_val< bool > can_use(const Character &, const item &, bool, const tripoint &) const override
iuse_actor * get_actor_ptr()
Definition: iuse.h:315

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, firestarter_actor::can_use(), debugmsg, use_function::get_actor_ptr(), get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), Creature::is_npc(), pos(), and tripoint_zero.

Referenced by has_charges(), and symbol_color().

◆ has_grab_break_tec()

bool Character::has_grab_break_tec ( ) const
overridevirtual

Returns true if the player has a grab breaking technique available.

Implements Creature.

Definition at line 1242 of file martialarts.cpp.

1243{
1244 return martial_arts_data->has_grab_break_tec();
1245}

References martial_arts_data.

Referenced by can_use_grab_break_tec(), deal_damage(), and mattack::grab().

◆ has_item_with_flag()

bool Character::has_item_with_flag ( const std::string &  flag,
bool  need_charges = false 
) const

Definition at line 9558 of file character.cpp.

9559{
9560 return has_item_with( [&flag, &need_charges]( const item & it ) {
9561 if( it.is_tool() && need_charges ) {
9562 return it.has_flag( flag ) && it.type->tool->max_charges ? it.charges > 0 : it.has_flag( flag );
9563 }
9564 return it.has_flag( flag );
9565 } );
9566}

References item::has_flag(), visitable< Character >::has_item_with(), and item::is_tool().

Referenced by draw_env_compact(), draw_time_classic(), npc::faction_display(), get_temp(), has_alarm_clock(), has_fire(), has_watch(), loot(), overmap_sight_range(), monexamine::pet_menu(), npc::reach_omt_destination(), and use_fire().

◆ has_mabuff()

bool Character::has_mabuff ( const mabuff_id buff_id) const

Returns true if the player has any martial arts buffs attached.

Definition at line 1235 of file martialarts.cpp.

1236{
1237 return search_ma_buff_effect( *effects, [&id]( const ma_buff & b, const effect & ) {
1238 return b.id == id;
1239 } );
1240}
static bool search_ma_buff_effect(const C &container, F f)

References b, Creature::effects, id, and search_ma_buff_effect().

Referenced by ma_requirements::is_valid_character().

◆ has_max_power()

bool Character::has_max_power ( ) const

Definition at line 1937 of file character.cpp.

1938{
1939 return max_power_level > 0_kJ;
1940}

References max_power_level.

Referenced by bionics_install_failure(), has_bionics(), power_stat(), and suffer_from_bad_bionics().

◆ has_mission_item()

bool Character::has_mission_item ( int  mission_id) const

Definition at line 2509 of file character.cpp.

2510{
2511 return mission_id != -1 && has_item_with( has_mission_item_filter{ mission_id } );
2512}

References visitable< Character >::has_item_with().

◆ has_morale()

bool Character::has_morale ( const morale_type type) const

Definition at line 9076 of file character.cpp.

9077{
9078 return morale->has( type );
9079}

References morale, and type.

Referenced by ranged::fire_gun(), suffer_from_other_mutations(), and iuse::towel_common().

◆ has_morale_to_craft()

bool Character::has_morale_to_craft ( ) const

Definition at line 336 of file crafting.cpp.

337{
338 return get_morale_level() >= -50;
339}
int get_morale_level() const
Definition: character.cpp:9060

References get_morale_level().

Referenced by game::butcher(), veh_interact::cant_do(), and iuse::multicooker().

◆ has_morale_to_read()

bool Character::has_morale_to_read ( ) const

Definition at line 9096 of file character.cpp.

9097{
9098 return get_morale_level() >= -40;
9099}

References get_morale_level().

Referenced by avatar::get_book_reader().

◆ has_nv()

bool Character::has_nv ( )

Returns true if the player has some form of night vision.

Definition at line 3635 of file character.cpp.

3636{
3637 static bool nv = false;
3638
3639 if( !nv_cached ) {
3640 nv_cached = true;
3641 nv = ( worn_with_flag( flag_GNV_EFFECT ) ||
3644 }
3645
3646 return nv;
3647}
static const std::string flag_GNV_EFFECT("GNV_EFFECT")
static const std::string flag_EFFECT_NIGHT_VISION("EFFECT_NIGHT_VISION")
static const bionic_id bio_night_vision("bio_night_vision")

References bio_night_vision, flag_EFFECT_NIGHT_VISION(), flag_GNV_EFFECT(), has_active_bionic(), Creature::has_effect_with_flag(), nv_cached, and worn_with_flag().

Referenced by recalc_sight_limits().

◆ has_opposite_trait()

bool Character::has_opposite_trait ( const trait_id flag) const

Returns true if character has a trait which cancels the entered trait.

Definition at line 9893 of file character.cpp.

9894{
9895 for( const trait_id &i : flag->cancels ) {
9896 if( has_trait( i ) ) {
9897 return true;
9898 }
9899 }
9900 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
9901 for( const trait_id &canceled_trait : mut.first->cancels ) {
9902 if( canceled_trait == flag ) {
9903 return true;
9904 }
9905 }
9906 }
9907 return false;
9908}
std::vector< trait_id > cancels
Definition: mutation.h:262

References mutation_branch::cancels, has_trait(), and my_mutations.

Referenced by known_magic::can_learn_spell(), and newcharacter::has_conflicting_trait().

◆ has_power()

bool Character::has_power ( ) const

◆ has_stashed_activity()

bool Character::has_stashed_activity ( ) const

Definition at line 910 of file character.cpp.

911{
912 return static_cast<bool>( stashed_outbounds_activity );
913}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ has_trait()

bool Character::has_trait ( const trait_id b) const
overridevirtual

Returns true if the player has the entered trait.

Reimplemented from Creature.

Definition at line 101 of file mutation.cpp.

102{
103 return my_mutations.count( b ) || enchantment_cache->get_mutations().count( b );
104}

References b, enchantment_cache, and my_mutations.

Referenced by absorb_hit(), activate_mutation(), add_addiction(), add_bionic(), character_funcs::add_pain_msg(), newcharacter::add_traits(), addict_effect(), adjust_for_focus(), alcohol(), allergy_type(), iuse::anticonvulsant(), iuse::antiparasitic(), apply_damage(), apply_persistent_morale(), monster::attitude(), iexamine::autodoc(), autodoc_internal(), iexamine::bars(), character_funcs::base_comfort_value(), basic_symbol_color(), bionics_pl_skill(), iuse::blech(), iuse::blood_draw(), bloodType(), body_window(), activity_handlers::build_do_turn(), burn_move_stamina(), calc_all_parts_hp(), talk_trial::calc_chance(), character_effects::calc_focus_equilibrium(), calc_needs_rates(), player::can_continue_craft(), can_eat(), can_install_bionics(), spell::can_learn(), can_pick_weight(), npc::can_read(), cauterize_actor::can_use(), install_bionic_actor::can_use(), can_wear(), veh_interact::cant_do(), cauterize_actor::cauterize_effect(), iexamine::chainfence(), game::chat(), check_needs_extremes(), game::check_safe_mode_allowed(), game::cleanup_at_end(), item::color_in_inventory(), talk_function::commune_farmfield(), talk_function::companion_mission(), veh_interact::complete_vehicle(), construction_color(), consume_effects(), consume_item(), player::consume_items(), player::consume_tools(), iuse::contacts(), game::control_vehicle(), player::craft_consume_tools(), crafting_inventory(), player::crafting_success_roll(), avatar::create(), craft_command::create_in_progress_craft(), iuse::datura(), deal_damage(), debug_vision(), mattack::dermatik(), trap::detect_trap(), monster::die(), character_display::disp_info(), avatar::disp_morale(), veh_interact::do_mend(), do_purify(), game::do_turn(), construct::done_vehicle(), overmap_ui::draw_ascii(), draw_limb_health(), overmap_ui::draw_om_sidebar(), draw_speed_tab(), drench(), eat(), eff_fun_spores(), iuse::einktabletpc(), game::extended_description(), fall_damage_mod(), talk_function::field_harvest(), item::final_info(), game::find_or_make_stairs(), character_funcs::fine_detail_vision_mod(), npc::finish_read(), ranged::fire_gun(), floor_warmth(), iexamine::flower_dahlia(), item::food_info(), talk_function::forage_return(), npc::form_opinion(), fun_for(), fungal_effects::fungalize(), dialogue::gen_responses(), character_funcs::get_book_fun_for(), avatar::get_book_reader(), bionic_install_preset::get_denial(), get_dodge(), get_env_resist(), get_face_type(), get_hunger_description(), character_funcs::get_lift_strength(), get_miss_reason(), npc::get_monster_faction(), overmap_ui::get_overmap_neighbors(), get_pain_description(), character_effects::get_pain_penalty(), get_shout_volume(), give_item_to(), avatar_funcs::gunmod_add(), avatar_funcs::gunmod_installation_odds(), game::handle_action(), hardcoded_effects(), hardcoded_mutation_attack(), iexamine::harvest_plant(), has_child_flag(), has_enough_anesth(), newcharacter::has_higher_trait(), newcharacter::has_lower_trait(), has_opposite_trait(), newcharacter::has_same_type_trait(), hearing_ability(), hit_roll(), hurtall(), in_climate_control(), install_bionics(), introduce_into_anesthesia(), irradiate(), character_funcs::is_bp_immune_to(), is_deaf(), item::is_filthy(), character_funcs::is_fun_to_read(), is_immune_damage(), is_immune_effect(), is_immune_field(), is_invisible(), wish_mutate_callback::key(), game::knockback(), talk_function::labor_return(), known_magic::learn_spell(), trapfunc::ledge(), iexamine::ledge(), player::load(), marloss_common(), marloss_prevented(), iuse::meditate(), melee_attack(), mend(), avatar_funcs::mend_item(), iuse::meth(), mod_pain(), modify_morale(), modify_stimulation(), game::mon_info_update(), avatar_action::move(), iuse::multicooker(), mutate(), mutate_category(), mutate_towards(), mutation_chances(), mutation_ok(), iuse::mycus(), old_mutate(), on_hit(), on_hurt(), npc::on_load(), map::open_door(), iexamine::pay_gas(), perform_install(), pick_part_to_heal(), activity_handlers::pickaxe_finish(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), iuse::plantblech(), player_can_build(), player_can_see_to_build(), map::player_in_field(), iuse::poison(), iuse::portable_game(), practice(), print_health(), game::print_terrain_info(), process_bionic(), process_effects_internal(), item::process_litcig(), process_one_effect(), sounds::process_sound_markers(), process_turn(), iuse::purify_iv(), iuse::purify_smart(), avatar::randomize(), npc::randomize(), character_funcs::rate_sleep_spot(), react_to_felt_pain(), avatar::read(), recalc_sight_limits(), recalc_speed_bonus(), wish_mutate_callback::refresh(), remove_child_flag(), remove_mutation(), reset_stats(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), talk_trial::roll(), roll_bash_damage(), rooted(), rooted_message(), iexamine::rubble(), run_cost(), npc::say(), talk_function::scavenging_patrol_return(), sees_with_specials(), player::select_item_component(), conditional_t< T >::set_has_any_trait(), conditional_t< T >::set_has_trait(), set_traits(), shout(), iexamine::shrub_marloss(), sight_impaired(), iexamine::sign(), trapfunc::sinkhole(), game::slip_down(), stumble(), suffer(), suffer_from_addictions(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_sunburn(), suffer_in_sunlight(), suffer_while_awake(), suffer_while_underwater(), swim_speed(), npc::talk_to_u(), test_crossing_threshold(), npc::time_to_read(), avatar::time_to_read(), avatar_funcs::toolmod_add(), iexamine::trap(), activity_handlers::tree_communion_do_turn(), iexamine::tree_marloss(), try_reject_mutagen(), try_start_hacking(), avatar_funcs::try_steal_from_npc(), avatar_funcs::try_to_sleep(), uninstall_bionic(), update_body(), character_funcs::update_body_wetness(), update_bodytemp(), update_needs(), veh_interact::update_part_requirements(), game::update_stair_monsters(), update_stomach(), consume_drug_iuse::use(), cauterize_actor::use(), enzlave_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), game::use_computer(), game::vertical_move(), iuse::vibe(), volume_capacity_reduced_by(), character_effects::vomit_mod(), game::walk_move(), iuse::weed_cake(), weed_msg(), weight_capacity(), weather_effect::wet_player(), will_eat(), and debug_menu::wishmutate().

◆ has_trait_flag()

bool Character::has_trait_flag ( const std::string &  b) const

Returns true if player has a trait with a flag.

Definition at line 106 of file mutation.cpp.

107{
108 // UGLY, SLOW, should be cached as my_mutation_flags or something
109 for( const trait_id &mut : get_mutations() ) {
110 const mutation_branch &mut_data = mut.obj();
111 if( mut_data.flags.count( b ) > 0 ) {
112 return true;
113 }
114 }
115
116 return false;
117}
std::set< std::string > flags
Definition: mutation.h:266

References b, mutation_branch::flags, and get_mutations().

Referenced by consider_butchery(), do_skill_rust(), item::food_info(), mod_rad(), mod_thirst(), practice(), conditional_t< T >::set_has_trait_flag(), spell::spell_fail(), enzlave_actor::use(), and will_eat().

◆ has_two_arms()

bool Character::has_two_arms ( ) const

Returns true if the player has two functioning arms.

Returns true if the character has two functioning arms.

Definition at line 1206 of file character.cpp.

1207{
1208 return get_working_arm_count() >= 2;
1209}

References get_working_arm_count().

Referenced by can_wear(), can_wield(), ranged::gunmode_checks_common(), hardcoded_mutation_attack(), map::player_in_field(), and mattack::riotbot().

◆ has_watch()

bool Character::has_watch ( ) const

Returns true if the player or their vehicle has a watch.

Definition at line 722 of file character.cpp.

723{
724 map &here = get_map();
725 return ( has_item_with_flag( "WATCH", true ) ||
726 ( here.veh_at( pos() ) &&
727 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "WATCH" ) ) ) ||
729}

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by draw_loc_labels(), draw_time(), draw_time_classic(), game::list_missions(), and wait().

◆ has_weapon()

bool Character::has_weapon ( ) const
overridevirtual

Implements Creature.

Definition at line 10342 of file character.cpp.

10343{
10344 return !unarmed_attack();
10345}
bool unarmed_attack() const
True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.
Definition: melee.cpp:182

References unarmed_attack().

Referenced by perform_technique(), pick_technique(), and npc::talk_to_u().

◆ head_cloth_encumbrance()

int Character::head_cloth_encumbrance ( ) const

Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.

Definition at line 8884 of file character.cpp.

8885{
8886 int ret = 0;
8887 for( auto &i : worn ) {
8888 const item *worn_item = &i;
8889 if( i.covers( bp_head ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8890 ( worn_item->has_flag( flag_HELMET_COMPAT ) || worn_item->has_flag( flag_SKINTIGHT ) ) ) {
8891 ret += worn_item->get_encumber( *this );
8892 }
8893 }
8894 return ret;
8895}

References bp_head, flag_HELMET_COMPAT(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), item::get_encumber(), item::has_flag(), cata::hash64_detail::ret, and worn.

Referenced by can_wear().

◆ heal()

void Character::heal ( const bodypart_id healed,
int  dam 
)

Heals a body_part for dam.

Definition at line 8618 of file character.cpp.

8619{
8620 if( !is_limb_broken( healed ) ) {
8621 int effective_heal = std::min( dam, get_part_hp_max( healed ) - get_part_hp_cur( healed ) );
8622 mod_part_hp_cur( healed, effective_heal );
8623 g->events().send<event_type::character_heals_damage>( getID(), effective_heal );
8624 }
8625}
@ character_heals_damage

References character_heals_damage, g, Creature::get_part_hp_cur(), Creature::get_part_hp_max(), getID(), is_limb_broken(), and Creature::mod_part_hp_cur().

Referenced by enforce_minimum_healing(), heal_actor::finish_using(), give_aid_to(), healall(), process_bionic(), regen(), and suffer_water_damage().

◆ healall()

void Character::healall ( int  dam)

Heals all body parts for dam.

Definition at line 8627 of file character.cpp.

8628{
8629 for( const bodypart_id &bp : get_all_body_parts() ) {
8630 heal( bp, dam );
8631 mod_part_healed_total( bp, dam );
8632 }
8633}
void mod_part_healed_total(const bodypart_id &id, int mod)
Definition: creature.cpp:1621

References Creature::get_all_body_parts(), heal(), and Creature::mod_part_healed_total().

Referenced by iuse::artifact(), consume_effects(), hardcoded_effects(), spell::heal(), iuse::jet_injector(), melee_attack(), iuse::mycus(), regen(), and suffer_from_radiation().

◆ healed_bp()

void Character::healed_bp ( int  bp,
int  amount 
)

Definition at line 7719 of file character.cpp.

7720{
7721 healed_total[bp] += amount;
7722}

References healed_total.

Referenced by regen().

◆ healing_rate()

float Character::healing_rate ( float  at_rest_quality) const

Average hit points healed per turn.

Definition at line 6636 of file character.cpp.

6637{
6638 // TODO: Cache
6639 float heal_rate;
6640 if( !is_npc() ) {
6641 heal_rate = get_option< float >( "PLAYER_HEALING_RATE" );
6642 } else {
6643 heal_rate = get_option< float >( "NPC_HEALING_RATE" );
6644 }
6645 float awake_rate = heal_rate * mutation_value( "healing_awake" );
6646 float final_rate = 0.0f;
6647 if( awake_rate > 0.0f ) {
6648 final_rate += awake_rate;
6649 } else if( at_rest_quality < 1.0f ) {
6650 // Resting protects from rot
6651 final_rate += ( 1.0f - at_rest_quality ) * awake_rate;
6652 }
6653 float asleep_rate = 0.0f;
6654 if( at_rest_quality > 0.0f ) {
6655 asleep_rate = at_rest_quality * heal_rate * ( 1.0f + mutation_value( "healing_resting" ) );
6656 }
6657 if( asleep_rate > 0.0f ) {
6658 final_rate += asleep_rate * ( 1.0f + get_healthy() / 200.0f );
6659 }
6660
6661 // Most common case: awake player with no regenerative abilities
6662 // ~7e-5 is 1 hp per day, anything less than that is totally negligible
6663 static constexpr float eps = 0.000007f;
6664 add_msg( m_debug, "%s healing: %.6f", name, final_rate );
6665 if( std::abs( final_rate ) < eps ) {
6666 return 0.0f;
6667 }
6668
6669 float primary_hp_mod = mutation_value( "hp_modifier" );
6670 if( primary_hp_mod < 0.0f ) {
6671 // HP mod can't get below -1.0
6672 final_rate *= 1.0f + primary_hp_mod;
6673 }
6674
6675 return final_rate;
6676}

References add_msg(), get_healthy(), Creature::is_npc(), m_debug, mutation_value(), and name.

Referenced by regen().

◆ healing_rate_medicine()

float Character::healing_rate_medicine ( float  at_rest_quality,
const bodypart_id bp 
) const

Average hit points healed per turn from healing effects.

Definition at line 6678 of file character.cpp.

6679{
6680 float rate_medicine = 0.0f;
6681 float bandaged_rate = 0.0f;
6682 float disinfected_rate = 0.0f;
6683
6684 const effect &e_bandaged = get_effect( effect_bandaged, bp->token );
6685 const effect &e_disinfected = get_effect( effect_disinfected, bp->token );
6686
6687 if( !e_bandaged.is_null() ) {
6688 bandaged_rate += static_cast<float>( e_bandaged.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6689 ( 24_hours );
6690 if( bp == bodypart_id( "head" ) ) {
6691 bandaged_rate *= e_bandaged.get_amount( "HEAL_HEAD" ) / 100.0f;
6692 }
6693 if( bp == bodypart_id( "torso" ) ) {
6694 bandaged_rate *= e_bandaged.get_amount( "HEAL_TORSO" ) / 100.0f;
6695 }
6696 }
6697
6698 if( !e_disinfected.is_null() ) {
6699 disinfected_rate += static_cast<float>( e_disinfected.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6700 ( 24_hours );
6701 if( bp == bodypart_id( "head" ) ) {
6702 disinfected_rate *= e_disinfected.get_amount( "HEAL_HEAD" ) / 100.0f;
6703 }
6704 if( bp == bodypart_id( "torso" ) ) {
6705 disinfected_rate *= e_disinfected.get_amount( "HEAL_TORSO" ) / 100.0f;
6706 }
6707 }
6708
6709 rate_medicine += bandaged_rate + disinfected_rate;
6710 rate_medicine *= 1.0f + mutation_value( "healing_resting" );
6711 rate_medicine *= 1.0f + at_rest_quality;
6712
6713 // increase healing if character has both effects
6714 if( !e_bandaged.is_null() && !e_disinfected.is_null() ) {
6715 rate_medicine *= 2;
6716 }
6717
6718 if( get_healthy() > 0.0f ) {
6719 rate_medicine *= 1.0f + get_healthy() / 200.0f;
6720 } else {
6721 rate_medicine *= 1.0f + get_healthy() / 400.0f;
6722 }
6723 float primary_hp_mod = mutation_value( "hp_modifier" );
6724 if( primary_hp_mod < 0.0f ) {
6725 // HP mod can't get below -1.0
6726 rate_medicine *= 1.0f + primary_hp_mod;
6727 }
6728 return rate_medicine;
6729}
int get_amount(std::string arg, bool reduced=false) const
Returns the amount of a modifier type applied when a new effect is first added.
Definition: effect.cpp:974

References effect_bandaged, effect_disinfected, effect::get_amount(), Creature::get_effect(), get_healthy(), effect::is_null(), and mutation_value().

Referenced by regen().

◆ hearing_ability()

float Character::hearing_ability ( ) const

Definition at line 10267 of file character.cpp.

10268{
10269 float volume_multiplier = 1.0;
10270
10271 // Mutation/Bionic volume modifiers
10273 volume_multiplier *= 3.5;
10274 }
10275 if( has_trait( trait_PER_SLIME ) ) {
10276 // Random hearing :-/
10277 // (when it's working at all, see player.cpp)
10278 // changed from 0.5 to fix Mac compiling error
10279 volume_multiplier *= ( rng( 1, 2 ) );
10280 }
10281
10282 volume_multiplier *= Character::mutation_value( "hearing_modifier" );
10283
10284 if( has_effect( effect_deaf ) ) {
10285 // Scale linearly up to 30 minutes
10286 volume_multiplier *= ( 30_minutes - get_effect_dur( effect_deaf ) ) / 30_minutes;
10287 }
10288
10289 if( has_effect( effect_earphones ) ) {
10290 volume_multiplier *= .25;
10291 }
10292
10293 return volume_multiplier;
10294}
static const trait_id trait_PER_SLIME("PER_SLIME")
static const efftype_id effect_deaf("deaf")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_earplugs("bio_earplugs")
static const efftype_id effect_earphones("earphones")

References bio_earplugs, bio_ears, effect_deaf, effect_earphones, Creature::get_effect_dur(), has_active_bionic(), Creature::has_effect(), has_trait(), mutation_value(), rng(), and trait_PER_SLIME.

Referenced by can_hear(), and sounds::process_sound_markers().

◆ heat_emission()

void Character::heat_emission ( bionic bio,
int  fuel_energy 
)

Handle heat from exothermic power generation.

Definition at line 1531 of file bionics.cpp.

1532{
1533 if( !bio.info().exothermic_power_gen ) {
1534 return;
1535 }
1536 const float efficiency = bio.info().fuel_efficiency;
1537
1538 const int heat_prod = fuel_energy * ( 1.0f - efficiency );
1539 const int heat_level = std::min( heat_prod / 10, 4 );
1540 const emit_id hotness = emit_id( "emit_hot_air" + std::to_string( heat_level ) + "_cbm" );
1541 map &here = get_map();
1542 if( hotness.is_valid() ) {
1543 const int heat_spread = std::max( heat_prod / 10 - heat_level, 1 );
1544 here.emit_field( pos(), hotness, heat_spread );
1545 }
1546 for( const std::pair<const bodypart_str_id, int> &bp : bio.info().occupied_bodyparts ) {
1547 add_effect( effect_heating_bionic, 2_seconds, bp.first->token, heat_prod );
1548 }
1549}
static const efftype_id effect_heating_bionic("heating_bionic")
bool exothermic_power_gen
If true this bionic emits heat when producing power.
Definition: bionics.h:79
string_id< emit > emit_id
Definition: type_id.h:51

References Creature::add_effect(), effect_heating_bionic, map::emit_field(), bionic_data::exothermic_power_gen, bionic_data::fuel_efficiency, get_map(), bionic::info(), string_id< T >::is_valid(), bionic_data::occupied_bodyparts, pos(), and to_string().

Referenced by burn_fuel(), and passive_power_gen().

◆ height()

int Character::height ( ) const

Definition at line 6817 of file character.cpp.

6818{
6819 switch( get_size() ) {
6820 case MS_TINY:
6821 return init_height - 100;
6822 case MS_SMALL:
6823 return init_height - 50;
6824 case MS_MEDIUM:
6825 return init_height;
6826 case MS_LARGE:
6827 return init_height + 50;
6828 case MS_HUGE:
6829 return init_height + 100;
6830 default:
6831 break;
6832 }
6833
6834 debugmsg( "Invalid size class" );
6835 abort();
6836}
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ MS_MEDIUM
Definition: creature.h:60

References abort, debugmsg, get_size(), init_height, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, and MS_TINY.

Referenced by bodyweight(), height_string(), and set_base_height().

◆ height_string()

std::string Character::height_string ( ) const

Definition at line 6802 of file character.cpp.

6803{
6804 const bool metric = get_option<std::string>( "DISTANCE_UNITS" ) == "metric";
6805
6806 if( metric ) {
6807 std::string metric_string = _( "%d cm" );
6808 return string_format( metric_string, height() );
6809 }
6810
6811 int total_inches = std::round( height() / 2.54 );
6812 int feet = std::floor( total_inches / 12 );
6813 int remainder_inches = total_inches % 12;
6814 return string_format( "%d\'%d\"", feet, remainder_inches );
6815}

References _, height(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ hit_roll()

float Character::hit_roll ( ) const
overridevirtual

Returns the player's basic hit roll that is compared to the target's dodge roll.

Implements Creature.

Definition at line 329 of file melee.cpp.

330{
331 // Dexterity, skills, weapon and martial arts
332 float hit = get_melee_hit_base();
333
334 // Farsightedness makes us hit worse
335 if( has_trait( trait_HYPEROPIC ) && !worn_with_flag( "FIX_FARSIGHT" ) &&
337 hit -= 2.0f;
338 }
339
340 //Unstable ground chance of failure
342 hit *= 0.75f;
343 }
344
345 hit *= std::max( 0.25f, 1.0f - encumb( bp_torso ) / 100.0f );
346
347 return melee::melee_hit_range( hit );
348}
float get_melee_hit_base() const
Returns weapon skill.
Definition: melee.cpp:323
float melee_hit_range(float accuracy)
Once the accuracy (sum of modifiers) of an attack has been determined, this is used to actually roll ...
Definition: melee.cpp:2492

References bp_torso, effect_bouldering, effect_contacts, encumb(), get_melee_hit_base(), Creature::has_effect(), has_trait(), melee::melee_hit_range(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack(), perform_special_attacks(), scored_crit(), and avatar_funcs::try_disarm_npc().

◆ hitall()

int Character::hitall ( int  dam,
int  vary,
Creature source 
)

Harms all body parts for dam, with armor reduction.

If vary > 0 damage to parts are random within vary % (1-100)

Definition at line 8653 of file character.cpp.

8654{
8655 int damage_taken = 0;
8656 for( int i = 0; i < num_hp_parts; i++ ) {
8657 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
8658 int ddam = vary ? dam * rng( 100 - vary, 100 ) / 100 : dam;
8659 int cut = 0;
8660 auto damage = damage_instance::physical( ddam, cut, 0 );
8661 damage_taken += deal_damage( source, bp, damage ).total_damage();
8662 }
8663 return damage_taken;
8664}
static body_part hp_to_bp(hp_part hpart)
Converts an hp_part to a body_part.
Definition: character.cpp:6461
int_id< T > id() const
Translate the string based it to the matching integer based id.
Definition: ammo_effect.cpp:54

References convert_bp(), deal_damage(), hp_to_bp(), string_id< T >::id(), num_hp_parts, damage_instance::physical(), rng(), and dealt_damage_instance::total_damage().

Referenced by game::forced_door_closing(), and vehicle::part_collision().

◆ hp_percentage()

int Character::hp_percentage ( ) const
overridevirtual

Returns overall % of HP remaining.

Implements Creature.

Definition at line 10873 of file character.cpp.

10874{
10875 const bodypart_id head_id = bodypart_id( "head" );
10876 const bodypart_id torso_id = bodypart_id( "torso" );
10877 int total_cur = 0;
10878 int total_max = 0;
10879 // Head and torso HP are weighted 3x and 2x, respectively
10880 total_cur = get_part_hp_cur( head_id ) * 3 + get_part_hp_cur( torso_id ) * 2;
10881 total_max = get_part_hp_max( head_id ) * 3 + get_part_hp_max( torso_id ) * 2;
10882 for( const std::pair< const bodypart_str_id, bodypart> &elem : get_body() ) {
10883 total_cur += elem.second.get_hp_cur();
10884 total_max += elem.second.get_hp_max();
10885 }
10886
10887 return ( 100 * total_cur ) / total_max;
10888}

References Creature::get_body(), Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by npc::character_danger(), npc::emergency(), npc::hp_description(), and npc::process_turn().

◆ hp_to_bp()

body_part Character::hp_to_bp ( hp_part  hpart)
static

Converts an hp_part to a body_part.

Definition at line 6461 of file character.cpp.

6462{
6463 switch( hpart ) {
6464 case hp_head:
6465 return bp_head;
6466 case hp_torso:
6467 return bp_torso;
6468 case hp_arm_l:
6469 return bp_arm_l;
6470 case hp_arm_r:
6471 return bp_arm_r;
6472 case hp_leg_l:
6473 return bp_leg_l;
6474 case hp_leg_r:
6475 return bp_leg_r;
6476 default:
6477 return num_bp;
6478 }
6479}

References bp_arm_l, bp_arm_r, bp_head, bp_leg_l, bp_leg_r, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_bp.

Referenced by iexamine::autodoc(), cauterize_actor::cauterize_effect(), draw_limb_health(), heal_actor::finish_using(), hitall(), impact(), pick_part_to_heal(), map::player_in_field(), regen(), heal_actor::use_healing_item(), and npc::wear_if_wanted().

◆ hurtall()

void Character::hurtall ( int  dam,
Creature source,
bool  disturb = true 
)

Hurts all body parts for dam, no armor reduction.

Definition at line 8635 of file character.cpp.

8636{
8637 if( is_dead_state() || has_trait( trait_DEBUG_NODMG ) || dam <= 0 ) {
8638 return;
8639 }
8640
8641 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
8642 // Don't use apply_damage here or it will annoy the player with 6 queries
8643 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( bp ) );
8644 mod_part_hp_cur( bp, - dam_to_bodypart );
8645 g->events().send<event_type::character_takes_damage>( getID(), dam_to_bodypart );
8646 }
8647
8648 // Low pain: damage is spread all over the body, so not as painful as 6 hits in one part
8649 mod_pain( dam );
8650 on_hurt( source, disturb );
8651}

References character_takes_damage, g, Creature::get_all_body_parts(), Creature::get_part_hp_cur(), getID(), has_trait(), is_dead_state(), mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), and trait_DEBUG_NODMG.

Referenced by trapfunc::drain(), hardcoded_effects(), marloss_common(), trapfunc::pit(), map::player_in_field(), game::process_artifact(), relic_funcs::process_recharge_entry(), regen(), map::shake_vehicle(), suffer_from_bad_bionics(), suffer_from_radiation(), trapfunc::tripwire(), and try_reject_mutagen().

◆ i_add()

item & Character::i_add ( item  it,
bool  should_stack = true 
)

Definition at line 2253 of file character.cpp.

2254{
2255 itype_id item_type_id = it.typeId();
2256 last_item = item_type_id;
2257
2258 if( it.is_food() || it.is_ammo() || it.is_gun() || it.is_armor() ||
2259 it.is_book() || it.is_tool() || it.is_melee() || it.is_food_container() ) {
2260 inv.unsort();
2261 }
2262
2263 // if there's a desired invlet for this item type, try to use it
2264 bool keep_invlet = false;
2265 const invlets_bitset cur_inv = allocated_invlets();
2266 for( auto iter : inv.assigned_invlet ) {
2267 if( iter.second == item_type_id && !cur_inv[iter.first] ) {
2268 it.invlet = iter.first;
2269 keep_invlet = true;
2270 break;
2271 }
2272 }
2273 auto &item_in_inv = inv.add_item( it, keep_invlet, true, should_stack );
2274 item_in_inv.on_pickup( *this );
2277 return item_in_inv;
2278}
@ reloadables
Definition: character.h:103
@ reloadable_cbms
Definition: character.h:104
itype_id last_item
Definition: character.h:1574
std::bitset< std::numeric_limits< char >::max()> allocated_invlets() const
Only use for UI things.
Definition: character.cpp:2479
void clear_npc_ai_info_cache(npc_ai_info key) const
std::map< char, itype_id > assigned_invlet
Definition: inventory.h:99
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6517
bool is_food_container() const
Definition: item.cpp:6608
bool is_book() const
Definition: item.cpp:6709
bool is_ammo() const
Definition: item.cpp:6582
void on_pickup(Character &p)
Callback when a player starts carrying the item.
Definition: item.cpp:4516
bool is_melee(damage_type dt) const
Is this item an effective melee weapon for the given damage type?
Definition: item.cpp:6677

References inventory::add_item(), allocated_invlets(), inventory::assigned_invlet, clear_npc_ai_info_cache(), inv, item::invlet, item::is_ammo(), item::is_armor(), item::is_book(), item::is_food(), item::is_food_container(), item::is_gun(), item::is_melee(), item::is_tool(), last_item, item::on_pickup(), reloadable_cbms, reloadables, item::typeId(), and inventory::unsort().

Referenced by avatar_funcs::add_or_drop_with_msg(), iuse::adrenaline_injector(), iuse::arrow_flammable(), monexamine::attach_or_remove_saddle(), debug_menu::debug(), fetch_activity(), give_item_to(), handle_harvest(), i_add_or_drop(), mount_creature(), npc::mug_player(), iuse::multicooker(), item_location::impl::item_on_map::obtain(), item_location::impl::item_on_person::obtain(), item_location::impl::item_on_vehicle::obtain(), item_location::impl::item_in_container::obtain(), pick_one_up(), npc::pick_up_item(), iuse::purify_smart(), iuse::radiocar(), item::reload(), monexamine::remove_leash(), mattack::riotbot(), talk_effect_fun_t::set_bulk_trade_accept(), set_item_inventory(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_sell_item(), gun_actor::shoot(), spell_effect::spawn_ethereal_item(), npc::stow_item(), npc_trading::transfer_items(), avatar_funcs::try_steal_from_npc(), ammobelt_actor::use(), iuse::vaccine(), and avatar_action::wield().

◆ i_add_or_drop()

bool Character::i_add_or_drop ( item it,
int  qty = 1 
)

Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.

An optional qty can be provided (and will perform better than separate calls).

Definition at line 2392 of file character.cpp.

2393{
2394 bool retval = true;
2395 bool drop = it.made_of( LIQUID );
2396 inv.assign_empty_invlet( it, *this );
2397 map &here = get_map();
2398 for( int i = 0; i < qty; ++i ) {
2399 drop |= !can_pick_weight( it, !get_option<bool>( "DANGEROUS_PICKUPS" ) ) || !can_pick_volume( it );
2400 if( drop ) {
2401 retval &= !here.add_item_or_charges( pos(), it ).is_null();
2402 } else {
2403 i_add( it );
2404 }
2405 }
2406
2407 return retval;
2408}
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2253
bool can_pick_volume(const item &it) const
Definition: character.cpp:2690
void assign_empty_invlet(item &it, const Character &p, bool force=false)
Definition: inventory.cpp:1151

References map::add_item_or_charges(), inventory::assign_empty_invlet(), can_pick_volume(), can_pick_weight(), drop(), get_map(), i_add(), inv, item::is_null(), LIQUID, item::made_of(), and pos().

Referenced by activate_mutation(), salvage_actor::cut_up(), drop_or_handle(), heal_actor::finish_using(), avatar_funcs::gunmod_remove(), item_contents::handle_liquid_or_spill(), iexamine::pedestal_wyrm(), item::reload(), remove_radio_mod(), avatar_funcs::unload_item(), consume_drug_iuse::use(), bandolier_actor::use(), iexamine::vending(), and debug_menu::wishitem().

◆ i_add_to_container()

int Character::i_add_to_container ( const item it,
bool  unloading 
)

Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full.

Parameters
unloadingDo not try to add to a container when the item was intentionally unloaded.
Returns
Remaining charges which could not be stored in a container.

Definition at line 2217 of file character.cpp.

2218{
2219 int charges = it.charges;
2220 if( !it.is_ammo() || unloading ) {
2221 return charges;
2222 }
2223
2224 const itype_id item_type = it.typeId();
2225 auto add_to_container = [&it, &charges]( item & container ) {
2226 auto &contained_ammo = container.contents.front();
2227 if( contained_ammo.charges < container.ammo_capacity() ) {
2228 const int diff = container.ammo_capacity() - contained_ammo.charges;
2229 //~ %1$s: item name, %2$s: container name
2230 add_msg( pgettext( "container", "You put the %1$s in your %2$s." ), it.tname(), container.tname() );
2231 if( diff > charges ) {
2232 contained_ammo.charges += charges;
2233 return 0;
2234 } else {
2235 contained_ammo.charges = container.ammo_capacity();
2236 return charges - diff;
2237 }
2238 }
2239 return charges;
2240 };
2241
2242 visit_items( [ & ]( item * item ) {
2243 if( charges > 0 && item->is_ammo_container() && item_type == item->contents.front().typeId() ) {
2244 charges = add_to_container( *item );
2245 item->handle_pickup_ownership( *this );
2246 }
2247 return VisitResponse::NEXT;
2248 } );
2249
2250 return charges;
2251}
bool is_ammo_container() const
Definition: item.cpp:6662
VisitResponse visit_items(const std::function< VisitResponse(item *, item *)> &func)
Traverses this object and any child items contained using a visitor pattern.
Definition: visitable.cpp:422

References add_msg(), item::charges, item::contents, item_contents::front(), item::is_ammo(), item::is_ammo_container(), NEXT, pgettext(), item::tname(), item::typeId(), and visitable< Character >::visit_items().

Referenced by avatar_funcs::add_or_drop_with_msg(), and pick_one_up().

◆ i_at() [1/2]

◆ i_at() [2/2]

const item & Character::i_at ( int  position) const

Definition at line 2318 of file character.cpp.

2319{
2320 if( position == -1 ) {
2321 return weapon;
2322 }
2323 if( position < -1 ) {
2324 int worn_index = worn_position_to_index( position );
2325 if( static_cast<size_t>( worn_index ) < worn.size() ) {
2326 auto iter = worn.begin();
2327 std::advance( iter, worn_index );
2328 return *iter;
2329 }
2330 }
2331
2332 return inv.find_item( position );
2333}
const item & find_item(int position) const
Definition: inventory.cpp:800

References inventory::find_item(), inv, position, weapon, worn, and worn_position_to_index().

◆ i_rem() [1/2]

item Character::i_rem ( const item it)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
itA pointer to the item to be removed. The item must exists in the players possession (one can use has_item to check for this).
Returns
A copy of the removed item.

Definition at line 2375 of file character.cpp.

2376{
2377 auto tmp = remove_items_with( [&it]( const item & i ) {
2378 return &i == it;
2379 }, 1 );
2380 if( tmp.empty() ) {
2381 debugmsg( "did not found item %s to remove it!", it->tname() );
2382 return item();
2383 }
2384 return tmp.front();
2385}
std::list< item > remove_items_with(const std::function< bool(const item &)> &filter, int count=INT_MAX)
Removes items contained by this instance which match the filter.

References debugmsg, visitable< Character >::remove_items_with(), and item::tname().

◆ i_rem() [2/2]

item Character::i_rem ( int  pos)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
posThe item position of the item to be removed. The item must exists, use has_item to check this.
Returns
A copy of the removed item.

Definition at line 2357 of file character.cpp.

2358{
2359 item tmp;
2360 if( pos == -1 ) {
2361 tmp = weapon;
2362 weapon = item();
2363 return tmp;
2364 } else if( pos < -1 && pos > worn_position_to_index( worn.size() ) ) {
2365 auto iter = worn.begin();
2366 std::advance( iter, worn_position_to_index( pos ) );
2367 tmp = *iter;
2368 tmp.on_takeoff( *this );
2369 worn.erase( iter );
2370 return tmp;
2371 }
2372 return inv.remove_item( pos );
2373}

References inv, item::on_takeoff(), pos(), inventory::remove_item(), weapon, worn, and worn_position_to_index().

Referenced by monexamine::add_leash(), apply_damage(), monexamine::attach_bag_to(), mattack::bio_op_disarm(), iuse::blood_draw(), consume(), consume_charges(), drop_invalid_inventory(), npc::drop_items(), iuse::fish_trap(), give_item_to(), activity_handlers::gunmod_add_finish(), ranged::handle_gun_damage(), i_rem_keep_contents(), monexamine::insert_battery(), invoke_item(), activity_handlers::lockpicking_finish(), iuse::lumber(), npc::mug_player(), npc_throw(), pickup::obtain_and_tokenize_items(), iuse::radiocar(), player::reduce_charges(), character_funcs::store_in_container(), tidy_activity(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), unpack_actor::use(), and avatar::wield().

◆ i_rem_keep_contents()

void Character::i_rem_keep_contents ( int  idx)

Definition at line 2387 of file character.cpp.

2388{
2389 i_rem( idx ).spill_contents( pos() );
2390}

References i_rem(), pos(), and item::spill_contents().

Referenced by damage_item(), and sew_advanced_actor::use().

◆ impact()

int Character::impact ( int  force,
const tripoint pos 
)
overridevirtual

Deals falling/collision damage with terrain/creature at pos.

Implements Creature.

Definition at line 10661 of file character.cpp.

10662{
10663 // Falls over ~30m are fatal more often than not
10664 // But that would be quite a lot considering 21 z-levels in game
10665 // so let's assume 1 z-level is comparable to 30 force
10666
10667 if( force <= 0 ) {
10668 return force;
10669 }
10670
10671 // Damage modifier (post armor)
10672 float mod = 1.0f;
10673 int effective_force = force;
10674 int cut = 0;
10675 // Percentage armor penetration - armor won't help much here
10676 // TODO: Make cushioned items like bike helmets help more
10677 float armor_eff = 1.0f;
10678 // Shock Absorber CBM heavily reduces damage
10679 const bool shock_absorbers = has_active_bionic( bionic_id( "bio_shock_absorber" ) );
10680
10681 // Being slammed against things rather than landing means we can't
10682 // control the impact as well
10683 const bool slam = p != pos();
10684 std::string target_name = "a swarm of bugs";
10685 Creature *critter = g->critter_at( p );
10686 if( critter != this && critter != nullptr ) {
10687 target_name = critter->disp_name();
10688 // Slamming into creatures and NPCs
10689 // TODO: Handle spikes/horns and hard materials
10690 armor_eff = 0.5f; // 2x as much as with the ground
10691 // TODO: Modify based on something?
10692 mod = 1.0f;
10693 effective_force = force;
10694 } else if( const optional_vpart_position vp = g->m.veh_at( p ) ) {
10695 // Slamming into vehicles
10696 // TODO: Integrate it with vehicle collision function somehow
10697 target_name = vp->vehicle().disp_name();
10698 if( vp.part_with_feature( "SHARP", true ) ) {
10699 // Now we're actually getting impaled
10700 cut = force; // Lots of fun
10701 }
10702
10703 mod = slam ? 1.0f : fall_damage_mod();
10704 armor_eff = 0.25f; // Not much
10705 if( !slam && vp->part_with_feature( "ROOF", true ) ) {
10706 // Roof offers better landing than frame or pavement
10707 // TODO: Make this not happen with heavy duty/plated roof
10708 effective_force /= 2;
10709 }
10710 } else {
10711 // Slamming into terrain/furniture
10712 target_name = g->m.disp_name( p );
10713 int hard_ground = g->m.has_flag( TFLAG_DIGGABLE, p ) ? 0 : 3;
10714 armor_eff = 0.25f; // Not much
10715 // Get cut by stuff
10716 // This isn't impalement on metal wreckage, more like flying through a closed window
10717 cut = g->m.has_flag( TFLAG_SHARP, p ) ? 5 : 0;
10718 effective_force = force + hard_ground;
10719 mod = slam ? 1.0f : fall_damage_mod();
10720 if( g->m.has_furn( p ) ) {
10721 // TODO: Make furniture matter
10722 } else if( g->m.has_flag( TFLAG_SWIMMABLE, p ) ) {
10723 // TODO: Some formula of swimming
10724 effective_force /= 4;
10725 }
10726 }
10727
10728 // Rescale for huge force
10729 // At >30 force, proper landing is impossible and armor helps way less
10730 if( effective_force > 30 ) {
10731 // Armor simply helps way less
10732 armor_eff *= 30.0f / effective_force;
10733 if( mod < 1.0f ) {
10734 // Everything past 30 damage gets a worse modifier
10735 const float scaled_mod = std::pow( mod, 30.0f / effective_force );
10736 const float scaled_damage = ( 30.0f * mod ) + scaled_mod * ( effective_force - 30.0f );
10737 mod = scaled_damage / effective_force;
10738 }
10739 }
10740
10741 if( !slam && mod < 1.0f && mod * force < 5 ) {
10742 // Perfect landing, no damage (regardless of armor)
10743 add_msg_if_player( m_warning, _( "You land on %s." ), target_name );
10744 return 0;
10745 }
10746
10747 // Shock absorbers kick in only when they need to, so if our other protections fail, fall back on them
10748 if( shock_absorbers ) {
10749 effective_force -= 15; // Provide a flat reduction to force
10750 if( mod > 0.25f ) {
10751 mod = 0.25f; // And provide a 75% reduction against that force if we don't have it already
10752 }
10753 if( effective_force < 0 ) {
10754 effective_force = 0;
10755 }
10756 }
10757
10758 int total_dealt = 0;
10759 if( mod * effective_force >= 5 ) {
10760 for( int i = 0; i < num_hp_parts; i++ ) {
10761 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
10762 const int bash = effective_force * rng( 60, 100 ) / 100;
10763 damage_instance di;
10764 di.add_damage( DT_BASH, bash, 0, armor_eff, mod );
10765 // No good way to land on sharp stuff, so here modifier == 1.0f
10766 di.add_damage( DT_CUT, cut, 0, armor_eff, 1.0f );
10767 total_dealt += deal_damage( nullptr, bp, di ).total_damage();
10768 }
10769 }
10770
10771 if( total_dealt > 0 && is_player() ) {
10772 // "You slam against the dirt" is fine
10773 add_msg( m_bad, _( "You are slammed against %1$s for %2$d damage." ),
10774 target_name, total_dealt );
10775 } else if( is_player() && shock_absorbers ) {
10776 add_msg( m_bad, _( "You are slammed against %s!" ),
10777 target_name, total_dealt );
10778 add_msg( m_good, _( "…but your shock absorbers negate the damage!" ) );
10779 } else if( slam ) {
10780 // Only print this line if it is a slam and not a landing
10781 // Non-players should only get this one: player doesn't know how much damage was dealt
10782 // and landing messages for each slammed creature would be too much
10784 _( "You are slammed against %s." ),
10785 _( "<npcname> is slammed against %s." ),
10786 target_name );
10787 } else {
10788 // No landing message for NPCs
10789 add_msg_if_player( m_warning, _( "You land on %s." ), target_name );
10790 }
10791
10792 if( x_in_y( mod, 1.0f ) ) {
10793 add_effect( effect_downed, rng( 1_turns, 1_turns + mod * 3_turns ) );
10794 }
10795
10796 return total_dealt;
10797}
float fall_damage_mod() const override
Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels)
@ TFLAG_DIGGABLE
Definition: mapdata.h:297
@ TFLAG_SWIMMABLE
Definition: mapdata.h:279
@ TFLAG_SHARP
Definition: mapdata.h:296
void bash(const spell &sp, Creature &caster, const tripoint &target)

References _, damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), spell_effect::bash(), bionic_id, convert_bp(), deal_damage(), Creature::disp_name(), DT_BASH, DT_CUT, effect_downed, fall_damage_mod(), g, has_active_bionic(), hp_to_bp(), string_id< T >::id(), Creature::is_player(), m_bad, m_good, m_warning, num_hp_parts, pos(), rng(), TFLAG_DIGGABLE, TFLAG_SHARP, TFLAG_SWIMMABLE, dealt_damage_instance::total_damage(), and x_in_y().

Referenced by trapfunc::ledge().

◆ in_climate_control()

bool Character::in_climate_control ( )

Returns true if the player is in a climate controlled area or armor.

Definition at line 3834 of file character.cpp.

3835{
3836 bool regulated_area = false;
3837 // Check
3839 return true;
3840 }
3841 map &here = get_map();
3843 in_sleep_state() ) {
3844 return true;
3845 }
3846 for( auto &w : worn ) {
3847 if( w.has_flag( flag_CLIMATE_CONTROL.str() ) ) {
3848 return true;
3849 }
3850 }
3852 // save CPU and simulate acclimation.
3854 if( const optional_vpart_position vp = here.veh_at( pos() ) ) {
3855 // TODO: (?) Force player to scrounge together an AC unit
3856 regulated_area = (
3857 vp->is_inside() && // Already checks for opened doors
3858 vp->vehicle().total_power_w( true ) > 0 // Out of gas? No AC for you!
3859 );
3860 }
3861 // TODO: AC check for when building power is implemented
3862 last_climate_control_ret = regulated_area;
3863 if( !regulated_area ) {
3864 // Takes longer to cool down / warm up with AC, than it does to step outside and feel cruddy.
3865 next_climate_control_check += 40_turns;
3866 }
3867 } else {
3869 }
3870 return regulated_area;
3871}
static const trait_id trait_M_SKIN3("M_SKIN3")
static const flag_str_id flag_CLIMATE_CONTROL("CLIMATE_CONTROL")
static const bionic_id bio_climate("bio_climate")
static const std::string flag_FUNGUS("FUNGUS")
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2403

References bio_climate, flag_CLIMATE_CONTROL, flag_FUNGUS(), get_map(), has_active_bionic(), map::has_flag_ter_or_furn(), has_trait(), in_sleep_state(), last_climate_control_ret, next_climate_control_check, pos(), string_id< T >::str(), trait_M_SKIN3, calendar::turn, map::veh_at(), and worn.

Referenced by update_bodytemp().

◆ in_sleep_state()

◆ in_species()

bool Character::in_species ( const species_id spec) const
overridevirtual

Reimplemented from Creature.

Definition at line 520 of file character.cpp.

521{
522 return spec == HUMAN;
523}
static const species_id HUMAN("HUMAN")

References HUMAN.

◆ initialize_stomach_contents()

void Character::initialize_stomach_contents ( )

Definition at line 195 of file stomach.cpp.

196{
198}

References stomach.

◆ install_bionics()

bool Character::install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2353 of file bionics.cpp.

2355{
2356 if( !type.bionic ) {
2357 debugmsg( "Tried to install NULL bionic" );
2358 return false;
2359 }
2360
2361 const bionic_id &bioid = type.bionic->id;
2362 const bionic_id &upbioid = bioid->upgraded_bionic;
2363 const int difficulty = type.bionic->difficulty;
2364 float adjusted_skill;
2365 int pl_skill;
2366 if( autodoc ) {
2367 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2370 skill_level );
2371 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2374 skill_level );
2375 } else {
2376 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2379 skill_level );
2380 pl_skill = installer.bionics_pl_skill( skill_electronics,
2383 skill_level );
2384 }
2385 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty );
2386
2387 // Practice skills only if conducting manual installation
2388 if( !autodoc ) {
2389 installer.practice( skill_electronics, static_cast<int>( ( 100 - chance_of_success ) * 1.5 ) );
2390 installer.practice( skill_firstaid, static_cast<int>( ( 100 - chance_of_success ) * 1.0 ) );
2391 installer.practice( skill_mechanics, static_cast<int>( ( 100 - chance_of_success ) * 0.5 ) );
2392 }
2393
2394 int success = chance_of_success - rng( 0, 99 );
2395 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2396 perform_install( bioid, upbioid, difficulty, success, pl_skill, "NOT_MED",
2397 bioid->canceled_mutations );
2398 return true;
2399 }
2400 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2401 activity.values.push_back( difficulty );
2402 activity.values.push_back( success );
2403 activity.values.push_back( units::to_joule( bioid->capacity ) );
2404 activity.values.push_back( pl_skill );
2405 activity.str_values.push_back( "install" );
2406 activity.str_values.push_back( bioid.str() );
2407
2408 if( installer.has_trait( trait_PROF_MED ) || installer.has_trait( trait_PROF_AUTODOC ) ) {
2409 activity.str_values.push_back( installer.disp_name( true ) );
2410 } else {
2411 activity.str_values.push_back( "NOT_MED" );
2412 }
2413 if( autodoc ) {
2414 activity.str_values.push_back( "true" );
2415 } else {
2416 activity.str_values.push_back( "false" );
2417 }
2418 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2419 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2420 }
2421
2422 return true;
2423}
static const activity_id ACT_OPERATION("ACT_OPERATION")
void perform_install(bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
Success or failure of installation happens here.
Definition: bionics.cpp:2425
void practice(const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
This handles giving xp for a skill.
Definition: character.cpp:3398
std::vector< std::string > str_values
constexpr value_type to_joule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:40
bionic_id upgraded_bionic
Id of another bionic which this bionic can upgrade.
Definition: bionics.h:131

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::canceled_mutations, bionic_data::capacity, debugmsg, disp_name(), effect_under_op, has_trait(), bionic_data::occupied_bodyparts, perform_install(), practice(), rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_joule(), trait_DEBUG_BIONICS, trait_PROF_AUTODOC, trait_PROF_MED, type, bionic_data::upgraded_bionic, and player_activity::values.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ introduce_into_anesthesia()

void Character::introduce_into_anesthesia ( const time_duration duration,
player installer,
bool  needs_anesthesia 
)

Handles process of introducing patient into anesthesia during Autodoc operations.

Requires anesthesia kits or NOPAIN mutation

Definition at line 2939 of file bionics.cpp.

2941{
2942 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2943 installer.add_msg_if_player( m_info,
2944 _( "You tell the pain to bug off and proceed with the operation." ) );
2945 return;
2946 }
2947 installer.add_msg_player_or_npc( m_info,
2948 _( "You set up the operation step-by-step, configuring the Autodoc to manipulate a CBM." ),
2949 _( "<npcname> sets up the operation, configuring the Autodoc to manipulate a CBM." ) );
2950
2952 _( "You settle into position, sliding your right wrist into the couch's strap." ),
2953 _( "<npcname> settles into position, sliding their wrist into the couch's strap." ) );
2954 if( needs_anesthesia ) {
2955 //post-threshold medical mutants do not fear operations.
2958 _( "You feel excited as the operation starts." ) );
2959 }
2960
2962 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2963
2964 //post-threshold medical mutants with Deadened don't need anesthesia due to their inability to feel pain
2965 } else {
2966 //post-threshold medical mutants do not fear operations.
2969 _( "You feel excited as the Autodoc slices painlessly into you. You enjoy the sight of scalpels slicing you apart." ) );
2970 } else {
2972 _( "You stay very, very still, focusing intently on an interesting stain on the ceiling, as the Autodoc slices painlessly into you." ) );
2973 }
2974 }
2975
2976 //Pain junkies feel sorry about missed pain from operation.
2980 _( "As your consciousness slips away, you feel regret that you won't be able to enjoy the operation." ) );
2981 }
2982
2983 if( has_effect( effect_narcosis ) ) {
2984 const time_duration remaining_time = get_effect_dur( effect_narcosis );
2985 if( remaining_time <= duration ) {
2986 const time_duration top_off_time = duration - remaining_time;
2987 add_effect( effect_narcosis, top_off_time );
2988 fall_asleep( top_off_time );
2989 }
2990 } else {
2991 add_effect( effect_narcosis, duration );
2992 fall_asleep( duration );
2993 }
2994}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_THRESH_MEDICAL("THRESH_MEDICAL")
static const trait_id trait_MASOCHIST_MED("MASOCHIST_MED")
static const trait_id trait_CENOBITE("CENOBITE")
static const trait_id trait_MASOCHIST("MASOCHIST")
void add_msg_player_or_npc(const std::string &player_msg, const std::string &npc_str) const override
Definition: player.cpp:369
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:364

References _, Creature::add_effect(), Creature::add_msg_if_player(), player::add_msg_if_player(), Creature::add_msg_player_or_npc(), player::add_msg_player_or_npc(), effect_narcosis, fall_asleep(), Creature::get_effect_dur(), Creature::has_effect(), has_trait(), m_info, m_mixed, trait_CENOBITE, trait_DEBUG_BIONICS, trait_MASOCHIST, trait_MASOCHIST_MED, and trait_THRESH_MEDICAL.

Referenced by iexamine::autodoc().

◆ inv_dump()

std::vector< item * > Character::inv_dump ( )

Definition at line 8933 of file character.cpp.

8934{
8935 std::vector<item *> ret;
8936 if( is_armed() && can_unwield( weapon ).success() ) {
8937 ret.push_back( &weapon );
8938 }
8939 for( auto &i : worn ) {
8940 ret.push_back( &i );
8941 }
8942 inv.dump( ret );
8943 return ret;
8944}
void dump(std::vector< item * > &dest)
Definition: inventory.cpp:791

References can_unwield(), inventory::dump(), inv, is_armed(), cata::hash64_detail::ret, behavior::success, weapon, and worn.

Referenced by npc::apply_ownership_to_inv(), are_requirements_nearby(), npc::die(), generic_multi_activity_locations(), irradiate(), game::load(), item_action_generator::map_actions_to_items(), place_corpse(), conditional_t< T >::set_has_stolen_item(), sleep(), game::start_game(), and tidy_activity().

◆ invalidate_crafting_inventory()

◆ invlet_to_item()

item * Character::invlet_to_item ( int  invlet)

Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet.

Don't use this on npcs. Only use the invlet in the user interface, otherwise always use the item position.

Definition at line 2294 of file character.cpp.

2295{
2296 // Invlets may come from curses, which may also return any kind of key codes, those being
2297 // of type int and they can become valid, but different characters when casted to char.
2298 // Example: KEY_NPAGE (returned when the player presses the page-down key) is 0x152,
2299 // casted to char would yield 0x52, which happens to be 'R', a valid invlet.
2300 if( linvlet > std::numeric_limits<char>::max() || linvlet < std::numeric_limits<char>::min() ) {
2301 return nullptr;
2302 }
2303 const char invlet = static_cast<char>( linvlet );
2304 item *invlet_item = nullptr;
2305 visit_items( [&invlet, &invlet_item]( item * it ) {
2306 if( it->invlet == invlet ) {
2307 invlet_item = it;
2308 return VisitResponse::ABORT;
2309 }
2310 // Visit top-level items only as UIs don't support nested items.
2311 // Also, inventory restack logic depends on this.
2312 return VisitResponse::SKIP;
2313 } );
2314 return invlet_item;
2315}

References item::invlet, SKIP, and visitable< Character >::visit_items().

Referenced by pick_one_up(), game_menus::inv::reassign_letter(), inventory::restack(), show_armor_layers_ui(), and game_menus::inv::swap_letters().

◆ invoke_item() [1/4]

bool Character::invoke_item ( item used)
virtual

As above two, but with position equal to current position.

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7199 of file character.cpp.

7200{
7201 return invoke_item( used, pos() );
7202}

References invoke_item(), and pos().

◆ invoke_item() [2/4]

bool Character::invoke_item ( item used,
const std::string &  method 
)
virtual

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7209 of file character.cpp.

7210{
7211 return invoke_item( used, method, pos() );
7212}

References invoke_item(), and pos().

◆ invoke_item() [3/4]

bool Character::invoke_item ( item used,
const std::string &  method,
const tripoint pt 
)
virtual

As above, but with a pre-selected method.

Debugmsg if this item doesn't have this method.

Reimplemented in avatar, npc, and avatar.

Definition at line 7214 of file character.cpp.

7215{
7216 if( !has_enough_charges( *used, true ) ) {
7217 return false;
7218 }
7219
7220 item *actually_used = used->get_usable_item( method );
7221 if( actually_used == nullptr ) {
7222 debugmsg( "Tried to invoke a method %s on item %s, which doesn't have this method",
7223 method.c_str(), used->tname() );
7224 return false;
7225 }
7226
7227 int charges_used = actually_used->type->invoke( *this->as_player(), *actually_used, pt, method );
7228 if( charges_used == 0 ) {
7229 return false;
7230 }
7231 // Prevent accessing the item as it may have been deleted by the invoked iuse function.
7232
7233 if( used->is_tool() || used->is_medication() || used->get_contained().is_medication() ) {
7234 return consume_charges( *actually_used, charges_used );
7235 } else if( used->is_bionic() || used->is_deployable() || method == "place_trap" ) {
7236 i_rem( used );
7237 return true;
7238 }
7239
7240 return false;
7241}
bool has_enough_charges(const item &it, bool show_msg) const
Has the item enough charges to invoke its use function? Also checks if UPS from this player is used i...
Definition: character.cpp:7338
bool consume_charges(item &used, int qty)
Consume charges of a tool or comestible item, potentially destroying it in the process.
Definition: character.cpp:7393
bool is_deployable() const
Definition: item.cpp:6948
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7969
bool is_bionic() const
Definition: item.cpp:6552

References Creature::as_player(), consume_charges(), debugmsg, item::get_contained(), item::get_usable_item(), has_enough_charges(), i_rem(), itype::invoke(), item::is_bionic(), item::is_deployable(), item::is_medication(), item::is_tool(), item::tname(), and item::type.

◆ invoke_item() [4/4]

bool Character::invoke_item ( item ,
const tripoint pt 
)
virtual

Asks how to use the item (if it has more than one use_method) and uses it.

Returns true if it destroys the item. Consumes charges from the item. Multi-use items are ONLY supported when all use_methods are iuse_actor!

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7204 of file character.cpp.

7205{
7206 return false;
7207}

Referenced by activate_bionic(), activate_mutation(), invoke_item(), avatar::invoke_item(), npc::invoke_item(), and iexamine::use_furn_fake_item().

◆ irradiate()

bool Character::irradiate ( float  rads,
bool  bypass = false 
)

Handles mitigation and application of radiation.

Definition at line 1507 of file suffer.cpp.

1508{
1509 int rad_mut = 0;
1510 if( has_trait( trait_RADIOACTIVE3 ) ) {
1511 rad_mut = 3;
1512 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1513 rad_mut = 2;
1514 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1515 rad_mut = 1;
1516 }
1517
1518 if( rads > 0 ) {
1519 bool has_helmet = false;
1520 const bool power_armored = is_wearing_power_armor( &has_helmet );
1521 const bool rad_resist = power_armored || worn_with_flag( "RAD_RESIST" );
1522
1523 if( is_rad_immune() && !bypass ) {
1524 // Power armor and some high-tech gear protects completely from radiation
1525 rads = 0.0f;
1526 } else if( rad_resist && !bypass ) {
1527 rads /= 4.0f;
1528 }
1529
1530 if( has_effect( effect_iodine ) ) {
1531 // Radioactive mutation makes iodine less efficient (but more useful)
1532 rads *= 0.3f + 0.1f * rad_mut;
1533 }
1534
1535 int rads_max = roll_remainder( rads );
1536 mod_rad( rng( 0, rads_max ) );
1537
1538 // Apply rads to any radiation badges.
1539 for( item *const it : inv_dump() ) {
1540 if( it->typeId() != itype_rad_badge ) {
1541 continue;
1542 }
1543
1544 // Actual irradiation levels of badges and the player aren't precisely matched.
1545 // This is intentional.
1546 const int before = it->irradiation;
1547
1548 const int delta = rng( 0, rads_max );
1549 if( delta == 0 ) {
1550 continue;
1551 }
1552
1553 it->irradiation += delta;
1554
1555 // If in inventory (not worn), don't print anything.
1556 if( inv.has_item( *it ) ) {
1557 continue;
1558 }
1559
1560 // If the color hasn't changed, don't print anything.
1561 const std::string &col_before = rad_badge_color( before );
1562 const std::string &col_after = rad_badge_color( it->irradiation );
1563 if( col_before == col_after ) {
1564 continue;
1565 }
1566
1567 add_msg_if_player( m_warning, _( "Your radiation badge changes from %1$s to %2$s!" ),
1568 col_before, col_after );
1569 }
1570
1571 if( rads > 0.0f ) {
1572 return true;
1573 }
1574 }
1575 return false;
1576}
void mod_rad(int mod)
Definition: character.cpp:7058
std::vector< item * > inv_dump()
Definition: character.cpp:8933
bool is_rad_immune() const
Returns true if the player is protected from radiation.
Definition: character.cpp:6174
std::string rad_badge_color(const int rad)
Definition: item.cpp:289
static const trait_id trait_RADIOACTIVE2("RADIOACTIVE2")
static const trait_id trait_RADIOACTIVE3("RADIOACTIVE3")
static const trait_id trait_RADIOACTIVE1("RADIOACTIVE1")
static const itype_id itype_rad_badge("rad_badge")
static const efftype_id effect_iodine("iodine")

References _, Creature::add_msg_if_player(), effect_iodine, Creature::has_effect(), visitable< T >::has_item(), has_trait(), inv, inv_dump(), is_rad_immune(), is_wearing_power_armor(), itype_rad_badge, m_warning, mod_rad(), rad_badge_color(), rng(), roll_remainder(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, and worn_with_flag().

Referenced by trapfunc::glow(), hardcoded_effects(), modify_radiation(), map::player_in_field(), game::process_artifact(), mattack::science(), and suffer_from_radiation().

◆ is_armed()

◆ is_auto_moving()

bool Character::is_auto_moving ( ) const

Definition at line 10478 of file character.cpp.

10479{
10480 return destination_point.has_value();
10481}

References destination_point.

Referenced by game::handle_action(), and avatar_action::move().

◆ is_blind()

bool Character::is_blind ( ) const

◆ is_category_allowed() [1/2]

bool Character::is_category_allowed ( const std::string &  category) const

Definition at line 394 of file mutation.cpp.

395{
396 bool allowed = false;
397 bool restricted = false;
398 for( const trait_id &mut : get_mutations() ) {
399 for( const std::string &Ch_cat : mut.obj().allowed_category ) {
400 restricted = true;
401 if( Ch_cat == category ) {
402 allowed = true;
403 }
404 }
405 }
406 if( !restricted ) {
407 allowed = true;
408 }
409 return allowed;
410}

References get_mutations().

◆ is_category_allowed() [2/2]

bool Character::is_category_allowed ( const std::vector< std::string > &  category) const

Returns true if this category of mutation is allowed.

Definition at line 371 of file mutation.cpp.

372{
373 bool allowed = false;
374 bool restricted = false;
375 for( const trait_id &mut : get_mutations() ) {
376 if( !mut.obj().allowed_category.empty() ) {
377 restricted = true;
378 }
379 for( const std::string &Mu_cat : category ) {
380 if( mut.obj().allowed_category.count( Mu_cat ) ) {
381 allowed = true;
382 break;
383 }
384 }
385
386 }
387 if( !restricted ) {
388 allowed = true;
389 }
390 return allowed;
391
392}

References get_mutations().

Referenced by mutation_ok(), and old_mutate().

◆ is_dead_state()

bool Character::is_dead_state ( ) const
overridevirtual

Returns true if the character should be dead.

Implements Creature.

Definition at line 490 of file character.cpp.

491{
492 const auto all_bps = get_all_body_parts( true );
493
494 return std::any_of( all_bps.begin(), all_bps.end(), [this]( const bodypart_id & bp ) {
495 return bp->essential && get_part_hp_cur( bp ) <= 0;
496 } );
497}

References Creature::get_all_body_parts().

Referenced by apply_damage(), block_hit(), game::do_turn(), game::handle_action(), hurtall(), npc::is_dead(), game::is_game_over(), on_dodge(), vehicle_part::set_crew(), npc::talk_to_u(), game::win(), and game::win_screen().

◆ is_deaf()

◆ is_elec_immune()

bool Character::is_elec_immune ( ) const
overridevirtual

Returns true is the player is protected from electric shocks.

Implements Creature.

Definition at line 6104 of file character.cpp.

6105{
6106 return is_immune_damage( DT_ELECTRIC );
6107}
bool is_immune_damage(damage_type) const override
Returns true if the player is immune to this kind of damage.
Definition: character.cpp:6131

References DT_ELECTRIC, and is_immune_damage().

Referenced by iuse::ehandcuffs(), is_immune_field(), and map::player_in_field().

◆ is_hauling()

bool Character::is_hauling ( ) const

Definition at line 9158 of file character.cpp.

9159{
9160 return hauling;
9161}
bool hauling
Definition: character.h:1566

References hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), game::vertical_move(), and game::walk_move().

◆ is_hibernating()

bool Character::is_hibernating ( ) const

Returns if the player has hibernation mutation and is asleep and well fed.

Definition at line 5157 of file character.cpp.

References effect_sleep, get_kcal_percent(), get_thirst(), has_active_mutation(), Creature::has_effect(), trait_HIBERNATE, and very_thirsty.

Referenced by calc_needs_rates(), and update_needs().

◆ is_immune_damage()

bool Character::is_immune_damage ( damage_type  dt) const
overridevirtual

Returns true if the player is immune to this kind of damage.

Implements Creature.

Definition at line 6131 of file character.cpp.

6132{
6133 switch( dt ) {
6134 case DT_NULL:
6135 return true;
6136 case DT_TRUE:
6137 return false;
6138 case DT_BIOLOGICAL:
6139 return has_effect_with_flag( "EFFECT_BIO_IMMUNE" ) ||
6140 worn_with_flag( "BIO_IMMUNE" );
6141 case DT_BASH:
6142 return has_effect_with_flag( "EFFECT_BASH_IMMUNE" ) ||
6143 worn_with_flag( "BASH_IMMUNE" );
6144 case DT_CUT:
6145 return has_effect_with_flag( "EFFECT_CUT_IMMUNE" ) ||
6146 worn_with_flag( "CUT_IMMUNE" );
6147 case DT_ACID:
6148 return has_trait( trait_ACIDPROOF ) ||
6149 has_effect_with_flag( "EFFECT_ACID_IMMUNE" ) ||
6150 worn_with_flag( "ACID_IMMUNE" );
6151 case DT_STAB:
6152 return has_effect_with_flag( "EFFECT_STAB_IMMUNE" ) ||
6153 worn_with_flag( "STAB_IMMUNE" );
6154 case DT_BULLET:
6155 return has_effect_with_flag( "EFFECT_BULLET_IMMUNE" ) || worn_with_flag( "BULLET_IMMUNE" );
6156 case DT_HEAT:
6157 return has_trait( trait_M_SKIN2 ) ||
6159 has_effect_with_flag( "EFFECT_HEAT_IMMUNE" ) ||
6160 worn_with_flag( "HEAT_IMMUNE" );
6161 case DT_COLD:
6162 return has_effect_with_flag( "EFFECT_COLD_IMMUNE" ) ||
6163 worn_with_flag( "COLD_IMMUNE" );
6164 case DT_ELECTRIC:
6165 return has_active_bionic( bio_faraday ) ||
6166 worn_with_flag( "ELECTRIC_IMMUNE" ) ||
6168 has_effect_with_flag( "EFFECT_ELECTRIC_IMMUNE" );
6169 default:
6170 return true;
6171 }
6172}
static const trait_id trait_ACIDPROOF("ACIDPROOF")
static const trait_id trait_M_SKIN2("M_SKIN2")
static const bionic_id bio_faraday("bio_faraday")
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117

References AEP_RESIST_ELECTRICITY, bio_faraday, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, has_active_bionic(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), trait_ACIDPROOF, trait_M_SKIN2, trait_M_SKIN3, and worn_with_flag().

Referenced by character_funcs::is_bp_immune_to(), is_elec_immune(), and is_immune_effect().

◆ is_immune_effect()

bool Character::is_immune_effect ( const efftype_id eff) const
overridevirtual

Returns true if the player is immune to this kind of effect.

Implements Creature.

Definition at line 6109 of file character.cpp.

6110{
6111 if( eff == effect_downed ) {
6113 } else if( eff == effect_onfire ) {
6114 return is_immune_damage( DT_HEAT );
6115 } else if( eff == effect_deaf ) {
6117 has_bionic( bio_ears ) ||
6119 } else if( eff == effect_corroding ) {
6121 } else if( eff == effect_nausea ) {
6123 } else if( eff == effect_bleed ) {
6124 // Ugly, it was badly implemented and should be a flag
6125 return mutation_value( "bleed_resist" ) > 0.0f;
6126 }
6127
6128 return false;
6129}
static const trait_id trait_SLIMY("SLIMY")
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const trait_id trait_STRONGSTOMACH("STRONGSTOMACH")
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const efftype_id effect_corroding("corroding")
static const trait_id trait_VISCOUS("VISCOUS")
static const std::string flag_PARTIAL_DEAF("PARTIAL_DEAF")
static const efftype_id effect_nausea("nausea")
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8909
bool is_throw_immune() const
Returns true if the player is immune to throws.

References bio_ears, DT_ACID, DT_HEAT, effect_bleed, effect_corroding, effect_deaf, effect_downed, effect_nausea, effect_onfire, flag_DEAF(), flag_PARTIAL_DEAF(), footwear_factor(), has_bionic(), has_trait(), is_immune_damage(), is_throw_immune(), is_wearing(), itype_rm13_armor_on, mutation_value(), trait_LEG_TENT_BRACE, trait_SLIMY, trait_STRONGSTOMACH, trait_VISCOUS, and worn_with_flag().

Referenced by sounds::process_sound_markers().

◆ is_immune_field()

bool Character::is_immune_field ( const field_type_id ) const
overridevirtual

Returns true if we are immune to the field type with the given fid.

Does not handle intensity, so this function should only be called through is_dangerous_field().

Reimplemented from Creature.

Definition at line 6063 of file character.cpp.

6064{
6065 // Obviously this makes us invincible
6066 if( has_trait( trait_DEBUG_NODMG ) ) {
6067 return true;
6068 }
6069 // Check to see if we are immune
6070 const field_type &ft = fid.obj();
6071 for( const trait_id &t : ft.immunity_data_traits ) {
6072 if( has_trait( t ) ) {
6073 return true;
6074 }
6075 }
6076 bool immune_by_body_part_resistance = !ft.immunity_data_body_part_env_resistance.empty();
6077 for( const std::pair<body_part, int> &fide : ft.immunity_data_body_part_env_resistance ) {
6078 immune_by_body_part_resistance = immune_by_body_part_resistance &&
6079 get_env_resist( convert_bp( fide.first ).id() ) >= fide.second;
6080 }
6081 if( immune_by_body_part_resistance ) {
6082 return true;
6083 }
6084 if( ft.has_elec ) {
6085 return is_elec_immune();
6086 }
6087 if( ft.has_fire ) {
6089 }
6090 if( ft.has_acid ) {
6091 return !is_on_ground() && get_env_resist( bodypart_id( "foot_l" ) ) >= 15 &&
6092 get_env_resist( bodypart_id( "foot_r" ) ) >= 15 &&
6093 get_env_resist( bodypart_id( "leg_l" ) ) >= 15 &&
6094 get_env_resist( bodypart_id( "leg_r" ) ) >= 15 &&
6095 get_armor_type( DT_ACID, bodypart_id( "foot_l" ) ) >= 5 &&
6096 get_armor_type( DT_ACID, bodypart_id( "foot_r" ) ) >= 5 &&
6097 get_armor_type( DT_ACID, bodypart_id( "leg_l" ) ) >= 5 &&
6098 get_armor_type( DT_ACID, bodypart_id( "leg_r" ) ) >= 5;
6099 }
6100 // If we haven't found immunity yet fall up to the next level
6101 return Creature::is_immune_field( fid );
6102}
static const bionic_id bio_heatsink("bio_heatsink")
bool is_elec_immune() const override
Returns true is the player is protected from electric shocks.
Definition: character.cpp:6104
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:888
int get_env_resist(bodypart_id bp) const override
Returns overall env_resist on a body_part.
Definition: character.cpp:7005
virtual bool is_immune_field(const field_type_id &) const
Returns true if we are immune to the field type with the given fid.
Definition: creature.h:327
std::vector< trait_id > immunity_data_traits
Definition: field_type.h:172
bool has_elec
Definition: field_type.h:164
bool has_acid
Definition: field_type.h:163
bool has_fire
Definition: field_type.h:162
std::vector< std::pair< body_part, int > > immunity_data_body_part_env_resistance
Definition: field_type.h:173

References bio_heatsink, convert_bp(), DT_ACID, get_armor_type(), get_env_resist(), field_type::has_acid, has_active_bionic(), field_type::has_elec, field_type::has_fire, has_trait(), string_id< T >::id(), field_type::immunity_data_body_part_env_resistance, field_type::immunity_data_traits, is_elec_immune(), Creature::is_immune_field(), is_on_ground(), is_wearing(), itype_rm13_armor_on, int_id< T >::obj(), and trait_DEBUG_NODMG.

◆ is_invisible()

bool Character::is_invisible ( ) const

Definition at line 6262 of file character.cpp.

6263{
6264 return (
6269 );
6270}
static const std::string flag_EFFECT_INVISIBLE("EFFECT_INVISIBLE")

References AEP_INVISIBLE, flag_EFFECT_INVISIBLE(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), is_wearing_active_optcloak(), and trait_DEBUG_CLOAK.

Referenced by visibility().

◆ is_limb_broken()

bool Character::is_limb_broken ( const bodypart_id limb) const

◆ is_limb_disabled()

bool Character::is_limb_disabled ( const bodypart_id limb) const

Returns true if the limb is disabled(12.5% or less hp)

Definition at line 1243 of file character.cpp.

1244{
1245 return get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * .125;
1246}

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by best_shield(), and get_working_arm_count().

◆ is_limb_hindered()

bool Character::is_limb_hindered ( hp_part  limb) const

Returns true if the limb is hindered(40% or less hp)

◆ is_max_power()

bool Character::is_max_power ( ) const

Definition at line 1927 of file character.cpp.

1928{
1929 return power_level >= max_power_level;
1930}

References max_power_level, and power_level.

Referenced by feed_furnace_with().

◆ is_mounted()

bool Character::is_mounted ( ) const

Definition at line 1069 of file character.cpp.

1070{
1072}

References effect_riding, Creature::has_effect(), and mounted_creature.

Referenced by activate_bionic(), cata_event_dispatch::avatar_moves(), best_nearby_lifting_assist(), iuse::blood_draw(), iuse::boltcutters(), iuse::burrow(), can_install_bionics(), map::can_move_furniture(), cauterize_actor::can_use(), enzlave_actor::can_use(), musical_instrument_actor::can_use(), install_bionic_actor::can_use(), repair_item_actor::can_use_tool(), can_wield(), iuse::capture_monster_act(), iuse::capture_monster_veh(), debug_menu::character_edit_menu(), check_mount_is_spooked(), check_mount_will_move(), iuse::chop_logs(), iuse::chop_tree(), iuse::clear_rubble(), iuse::craft(), iuse::crowbar(), iuse::cut_log_into_planks(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::disassemble(), dismount(), game::do_turn(), iuse::einktabletpc(), game::examine(), iuse::fill_pit(), ranged::fire_gun(), iuse::fish_trap(), iuse::fishing_rod(), iuse::gun_repair(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), game::handle_action(), has_charges(), iuse::jackhammer(), iuse::ladder(), character_funcs::list_ammo(), iuse::lumber(), iuse::makemound(), iuse::meditate(), melee_attack(), iuse::mind_splicer(), mine_activity(), iuse::mop(), avatar_action::move(), npc::move_to(), game::npc_menu(), game::on_move_effects(), overmap_sight_range(), iuse::oxytorch(), perform_technique(), iuse::pickaxe(), npc::place_on_map(), game::place_player(), game::place_player_overmap(), avatar_action::plthrow(), iuse::portable_game(), iuse::portal(), game::prompt_dangerous_tile(), recalc_sight_limits(), reset_stats(), iuse::rpgdie(), run_cost(), avatar::set_movement_mode(), iuse::shavekit(), iuse::siphon(), sleep(), smash(), store(), avatar_action::swim(), swim_speed(), iuse::teleport(), ranged::throw_item(), throw_range(), trapfunc::tripwire(), iuse::unfold_generic(), unfold_vehicle_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), cauterize_actor::use(), enzlave_actor::use(), musical_instrument_actor::use(), heal_actor::use(), place_trap_actor::use(), deploy_tent_actor::use(), sew_advanced_actor::use(), weigh_self_actor::use(), use_charges(), game::vertical_move(), iuse::vibe(), game::walk_move(), iuse::wash_hard_items(), wash_items(), iuse::wash_soft_items(), iuse::water_purifier(), weight_capacity(), and npc::worker_downtime().

◆ is_on_ground()

bool Character::is_on_ground ( ) const
overridevirtual

Returns true if the player is knocked over or has broken legs.

Implements Creature.

Definition at line 888 of file character.cpp.

889{
891}

References effect_downed, get_working_leg_count(), and Creature::has_effect().

Referenced by is_immune_field(), map::player_in_field(), and game::walk_move().

◆ is_quiet()

bool Character::is_quiet ( ) const

Returns true if the player has quiet melee attacks.

Definition at line 1222 of file martialarts.cpp.

1223{
1224 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1225 return b.is_quiet();
1226 } );
1227}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by melee_attack().

◆ is_rad_immune()

bool Character::is_rad_immune ( ) const

Returns true if the player is protected from radiation.

Definition at line 6174 of file character.cpp.

6175{
6176 bool has_helmet = false;
6177 return ( is_wearing_power_armor( &has_helmet ) && has_helmet ) || worn_with_flag( "RAD_PROOF" );
6178}

References is_wearing_power_armor(), and worn_with_flag().

Referenced by irradiate(), and suffer_from_radiation().

◆ is_snuggling()

std::string Character::is_snuggling ( ) const

Checks to see if the player is using floor items to keep warm, and return the name of one such item if so.

Definition at line 9299 of file character.cpp.

9300{
9301 map &here = get_map();
9302 auto begin = here.i_at( pos() ).begin();
9303 auto end = here.i_at( pos() ).end();
9304
9305 if( in_vehicle ) {
9306 if( const std::optional<vpart_reference> vp = here.veh_at( pos() ).part_with_feature( VPFLAG_CARGO,
9307 false ) ) {
9308 vehicle *const veh = &vp->vehicle();
9309 const int cargo = vp->part_index();
9310 if( !veh->get_items( cargo ).empty() ) {
9311 begin = veh->get_items( cargo ).begin();
9312 end = veh->get_items( cargo ).end();
9313 }
9314 }
9315 }
9316 const item *floor_armor = nullptr;
9317 int ticker = 0;
9318
9319 // If there are no items on the floor, return nothing
9320 if( begin == end ) {
9321 return "nothing";
9322 }
9323
9324 for( auto candidate = begin; candidate != end; ++candidate ) {
9325 if( !candidate->is_armor() ) {
9326 continue;
9327 } else if( candidate->volume() > 250_ml && candidate->get_warmth() > 0 &&
9328 ( candidate->covers( bp_torso ) || candidate->covers( bp_leg_l ) ||
9329 candidate->covers( bp_leg_r ) ) ) {
9330 floor_armor = &*candidate;
9331 ticker++;
9332 }
9333 }
9334
9335 if( ticker == 0 ) {
9336 return "nothing";
9337 } else if( ticker == 1 ) {
9338 return floor_armor->type_name();
9339 } else if( ticker > 1 ) {
9340 return "many";
9341 }
9342
9343 return "nothing";
9344}
bool in_vehicle
Definition: character.h:1565
bool empty() const
Definition: item_stack.cpp:15

References item_stack::begin(), bp_leg_l, bp_leg_r, bp_torso, item_stack::empty(), item_stack::end(), vehicle::get_items(), get_map(), map::i_at(), in_vehicle, pos(), item::type_name(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by fall_asleep().

◆ is_stealthy()

bool Character::is_stealthy ( ) const

Returns true if the player has stealthy movement.

Definition at line 1228 of file martialarts.cpp.

1229{
1230 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1231 return b.is_stealthy();
1232 } );
1233}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by game::walk_move().

◆ is_throw_immune()

bool Character::is_throw_immune ( ) const

Returns true if the player is immune to throws.

Definition at line 1216 of file martialarts.cpp.

1217{
1218 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1219 return b.is_throw_immune();
1220 } );
1221}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by mattack::bio_op_takedown(), mattack::grab(), is_immune_effect(), mattack::thrown_by_judo(), and game::update_stair_monsters().

◆ is_visible_in_range()

bool Character::is_visible_in_range ( const Creature critter,
int  range 
) const
private

Check whether the other creature is in range and can be seen by this creature.

Parameters
critterCreature to check for visibility
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10195 of file character.cpp.

10196{
10197 return sees( critter ) && rl_dist( pos(), critter.pos() ) <= range;
10198}

References Creature::pos(), pos(), rl_dist(), and sees().

◆ is_warm()

bool Character::is_warm ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 525 of file character.cpp.

526{
527 // TODO: is there a mutation (plant?) that makes a npc not warm blooded?
528 return true;
529}

◆ is_waterproof()

bool Character::is_waterproof ( const body_part_set parts) const

Definition at line 8969 of file character.cpp.

8970{
8971 return covered_with_flag( "WATERPROOF", parts );
8972}
bool covered_with_flag(const std::string &flag, const body_part_set &parts) const
Definition: character.cpp:8946

References covered_with_flag().

Referenced by drench().

◆ is_weak_to_water()

bool Character::is_weak_to_water ( ) const

Definition at line 412 of file mutation.cpp.

413{
414 for( const trait_id &mut : get_mutations() ) {
415 if( mut.obj().weakness_to_water > 0 ) {
416 return true;
417 }
418 }
419 return false;
420}

References get_mutations().

Referenced by drench().

◆ is_wearing() [1/2]

◆ is_wearing() [2/2]

bool Character::is_wearing ( const itype_id it) const

Returns true if the player is wearing an item of this type.

Definition at line 3226 of file character.cpp.

3227{
3228 for( auto &i : worn ) {
3229 if( i.typeId() == it ) {
3230 return true;
3231 }
3232 }
3233 return false;
3234}

References worn.

◆ is_wearing_active_optcloak()

bool Character::is_wearing_active_optcloak ( ) const

Returns true if the player is wearing an active optical cloak.

Definition at line 3824 of file character.cpp.

3825{
3826 for( auto &w : worn ) {
3827 if( w.active && w.has_flag( flag_ACTIVE_CLOAKING ) ) {
3828 return true;
3829 }
3830 }
3831 return false;
3832}
static const std::string flag_ACTIVE_CLOAKING("ACTIVE_CLOAKING")

References flag_ACTIVE_CLOAKING(), and worn.

Referenced by basic_symbol_color(), and is_invisible().

◆ is_wearing_active_power_armor()

bool Character::is_wearing_active_power_armor ( ) const

Returns true if the character is wearing active power.

Definition at line 3814 of file character.cpp.

3815{
3816 for( const auto &w : worn ) {
3817 if( w.has_flag( flag_POWERARMOR_EXO ) && w.active ) {
3818 return true;
3819 }
3820 }
3821 return false;
3822}

References flag_POWERARMOR_EXO(), and worn.

◆ is_wearing_helmet()

bool Character::is_wearing_helmet ( ) const

Returns true if the character is wearing something occupying the helmet slot.

Definition at line 8872 of file character.cpp.

8873{
8874 for( const item &i : worn ) {
8875 if( i.covers( bp_head ) && !i.has_flag( flag_HELMET_COMPAT ) && !i.has_flag( flag_SKINTIGHT ) &&
8876 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8877 !i.has_flag( flag_OVERSIZE ) ) {
8878 return true;
8879 }
8880 }
8881 return false;
8882}

References bp_head, flag_AURA(), flag_HELMET_COMPAT(), flag_OVERSIZE(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), and worn.

Referenced by can_wear().

◆ is_wearing_on_bp()

bool Character::is_wearing_on_bp ( const itype_id it,
const bodypart_id bp 
) const

Returns true if the player is wearing the item on the given body part.

Definition at line 3236 of file character.cpp.

3237{
3238 for( auto &i : worn ) {
3239 if( i.typeId() == it && i.covers( bp->token ) ) {
3240 return true;
3241 }
3242 }
3243 return false;
3244}

References worn.

Referenced by shoe_type_count().

◆ is_wearing_power_armor()

bool Character::is_wearing_power_armor ( bool *  hasHelmet = nullptr) const

Returns true if the character is wearing power armor.

Definition at line 3789 of file character.cpp.

3790{
3791 bool result = false;
3792 for( auto &elem : worn ) {
3793 if( !elem.is_power_armor() ) {
3794 continue;
3795 }
3796 if( elem.has_flag( flag_POWERARMOR_EXO ) ) {
3797 result = true;
3798 if( hasHelmet == nullptr ) {
3799 // found power armor, helmet not requested, cancel loop
3800 return true;
3801 }
3802 }
3803 // found power armor, continue search for helmet
3804 if( elem.covers( bp_head ) ) {
3805 if( hasHelmet != nullptr ) {
3806 *hasHelmet = true;
3807 }
3808 return true;
3809 }
3810 }
3811 return result;
3812}

References bp_head, flag_POWERARMOR_EXO(), and worn.

Referenced by can_wear(), irradiate(), is_rad_immune(), power_rating(), and suffer_from_radiation().

◆ is_wearing_shoes()

bool Character::is_wearing_shoes ( const side which_side = side::BOTH) const

Returns true if the player is wearing something on their feet that is not SKINTIGHT.

Definition at line 8843 of file character.cpp.

8844{
8845 bool left = true;
8846 bool right = true;
8847 if( which_side == side::LEFT || which_side == side::BOTH ) {
8848 left = false;
8849 for( const item &worn_item : worn ) {
8850 if( worn_item.covers( bp_foot_l ) && !worn_item.has_flag( flag_BELTED ) &&
8851 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8852 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8853 left = true;
8854 break;
8855 }
8856 }
8857 }
8858 if( which_side == side::RIGHT || which_side == side::BOTH ) {
8859 right = false;
8860 for( const item &worn_item : worn ) {
8861 if( worn_item.covers( bp_foot_r ) && !worn_item.has_flag( flag_BELTED ) &&
8862 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8863 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8864 right = true;
8865 break;
8866 }
8867 }
8868 }
8869 return ( left && right );
8870}

References BOTH, bp_foot_l, bp_foot_r, flag_AURA(), flag_BELTED(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), LEFT, left, RIGHT, right, and worn.

Referenced by can_wear(), rooted_message(), and suffer_from_other_mutations().

◆ is_wielding()

◆ is_worn()

◆ item_encumb()

void Character::item_encumb ( char_encumbrance_data vals,
const item new_item 
) const
protected

Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items.

Definition at line 3964 of file character.cpp.

3965{
3966
3967 // reset all layer data
3968 vals = char_encumbrance_data();
3969
3970 // Figure out where new_item would be worn
3971 std::list<item>::const_iterator new_item_position = worn.end();
3972 if( !new_item.is_null() ) {
3973 // const_cast required to work around g++-4.8 library bug
3974 // see the commit that added this comment to understand why
3975 new_item_position =
3976 const_cast<Character *>( this )->position_to_wear_new_item( new_item );
3977 }
3978
3979 // Track highest layer observed so far so we can penalize out-of-order
3980 // items
3981 std::array<layer_level, num_bp> highest_layer_so_far;
3982 std::fill( highest_layer_so_far.begin(), highest_layer_so_far.end(),
3984
3985 for( auto w_it = worn.begin(); w_it != worn.end(); ++w_it ) {
3986 if( w_it == new_item_position ) {
3987 layer_item( vals, new_item, highest_layer_so_far, *this );
3988 }
3989 layer_item( vals, *w_it, highest_layer_so_far, *this );
3990 }
3991
3992 if( worn.end() == new_item_position && !new_item.is_null() ) {
3993 layer_item( vals, new_item, highest_layer_so_far, *this );
3994 }
3995
3996 // make sure values are sane
3997 for( const body_part bp : all_body_parts ) {
3998 encumbrance_data &elem = vals.elems[bp];
3999
4000 elem.armor_encumbrance = std::max( 0, elem.armor_encumbrance );
4001
4002 // Add armor and layering penalties for the final values
4003 elem.encumbrance += elem.armor_encumbrance + elem.layer_penalty;
4004 }
4005}
static void layer_item(char_encumbrance_data &vals, const item &it, std::array< layer_level, num_bp > &highest_layer_so_far, const Character &c)
Definition: character.cpp:3747
std::list< item >::iterator position_to_wear_new_item(const item &new_item)
Return the position in the worn list where new_item would be put by default.
Definition: character.cpp:3935
@ PERSONAL_LAYER
Definition: enums.h:216
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
std::array< encumbrance_data, num_bp > elems

References all_body_parts, encumbrance_data::armor_encumbrance, char_encumbrance_data::elems, encumbrance_data::encumbrance, detail::fill(), item::is_null(), layer_item(), encumbrance_data::layer_penalty, PERSONAL_LAYER, position_to_wear_new_item(), and worn.

Referenced by calc_encumbrance().

◆ item_handling_cost()

int Character::item_handling_cost ( const item it,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when handling (e.g.

storing, drawing etc.) an item

Parameters
itItem to calculate handling cost for
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST

Definition at line 7450 of file character.cpp.

7451{
7452 int mv = base_cost;
7453 if( penalties ) {
7454 // 40 moves per liter, up to 200 at 5 liters
7455 mv += std::min( 200, it.volume() / 20_ml );
7456 }
7457
7458 if( weapon.typeId() == itype_e_handcuffs ) {
7459 mv *= 4;
7460 } else if( penalties && has_effect( effect_grabbed ) ) {
7461 mv *= 2;
7462 }
7463
7464 // For single handed items use the least encumbered hand
7465 if( it.is_two_handed( *this ) ) {
7466 mv += encumb( bp_hand_l ) + encumb( bp_hand_r );
7467 } else {
7468 mv += std::min( encumb( bp_hand_l ), encumb( bp_hand_r ) );
7469 }
7470
7471 return std::min( std::max( mv, 0 ), MAX_HANDLING_COST );
7472}
static const itype_id itype_e_handcuffs("e_handcuffs")
static constexpr int MAX_HANDLING_COST

References bp_hand_l, bp_hand_r, effect_grabbed, encumb(), Creature::has_effect(), item::is_two_handed(), itype_e_handcuffs, MAX_HANDLING_COST, item::typeId(), item::volume(), and weapon.

Referenced by dispose_item(), npc::dispose_item(), throw_activity_actor::do_turn(), item_reload_cost(), item_store_cost(), item_wear_cost(), mill_activate(), mill_load_food(), iexamine::quern_examine(), smoker_activate(), smoker_load_food(), iexamine::smoker_options(), character_funcs::try_wield_contents(), avatar_funcs::unload_item(), and avatar::wield().

◆ item_reload_cost()

int Character::item_reload_cost ( const item it,
const item ammo,
int  qty 
) const

Calculate (but do not deduct) the number of moves required to reload an item with specified quantity of ammo.

Parameters
itItem to calculate reload cost for
ammoeither ammo or magazine to use when reloading the item
qtymaximum units of ammo to reload. Capped by remaining capacity and ignored if reloading using a magazine.
Gun decreases the time taken to reload a magazine Pistol decreases time taken to reload a pistol Smg decreases time taken to reload an SMG Rifle decreases time taken to reload a rifle Shotgun decreases time taken to reload a shotgun Launcher decreases time taken to reload a launcher Strength reduces reload time of some weapons

Definition at line 10911 of file character.cpp.

10912{
10913 if( ammo.is_ammo() ) {
10914 qty = std::max( std::min( ammo.charges, qty ), 1 );
10915 } else if( ammo.is_ammo_container() || ammo.is_container() ) {
10916 qty = clamp( qty, ammo.contents.front().charges, 1 );
10917 } else if( ammo.is_magazine() ) {
10918 qty = 1;
10919 } else {
10920 debugmsg( "cannot determine reload cost as %s is neither ammo or magazine", ammo.tname() );
10921 return 0;
10922 }
10923
10924 // If necessary create duplicate with appropriate number of charges
10925 item obj = ammo;
10926 obj = obj.split( qty );
10927 if( obj.is_null() ) {
10928 obj = ammo;
10929 }
10930 // No base cost for handling ammo - that's already included in obtain cost
10931 // We have the ammo in our hands right now
10932 int mv = item_handling_cost( obj, true, 0 );
10933
10934 if( ammo.has_flag( "MAG_BULKY" ) ) {
10935 mv *= 1.5; // bulky magazines take longer to insert
10936 }
10937
10938 if( !it.is_gun() && !it.is_magazine() ) {
10939 return mv + 100; // reload a tool or sealable container
10940 }
10941
10942 /** @EFFECT_GUN decreases the time taken to reload a magazine */
10943 /** @EFFECT_PISTOL decreases time taken to reload a pistol */
10944 /** @EFFECT_SMG decreases time taken to reload an SMG */
10945 /** @EFFECT_RIFLE decreases time taken to reload a rifle */
10946 /** @EFFECT_SHOTGUN decreases time taken to reload a shotgun */
10947 /** @EFFECT_LAUNCHER decreases time taken to reload a launcher */
10948
10949 int cost = ( it.is_gun() ? it.get_reload_time() : it.type->magazine->reload_time ) * qty;
10950
10951 skill_id sk = it.is_gun() ? it.type->gun->skill_used : skill_gun;
10952 mv += cost / ( 1.0f + std::min( get_skill_level( sk ) * 0.1f, 1.0f ) );
10953
10954 if( it.has_flag( "STR_RELOAD" ) ) {
10955 /** @EFFECT_STR reduces reload time of some weapons */
10956 mv -= get_str() * 20;
10957 }
10958
10959 return std::max( mv, 25 );
10960}
static const skill_id skill_gun("gun")
item split(int qty)
Splits a count-by-charges item always leaving source item with minimum of 1 charge.
Definition: item.cpp:721
int get_reload_time() const
Returns the reload time of the gun.
Definition: item.cpp:6528
bool is_magazine() const
Definition: item.cpp:6557
cata::value_ptr< islot_gun > gun
Definition: itype.h:859

References item::charges, clamp(), item::contents, debugmsg, item_contents::front(), item::get_reload_time(), get_skill_level(), get_str(), itype::gun, item::has_flag(), item::is_ammo(), item::is_ammo_container(), item::is_container(), item::is_gun(), item::is_magazine(), item::is_null(), item_handling_cost(), itype::magazine, skill_gun, item::split(), item::tname(), and item::type.

Referenced by npc::do_reload(), npc::enough_time_to_reload(), item_reload_option::moves(), and avatar_funcs::unload_item().

◆ item_store_cost()

int Character::item_store_cost ( const item it,
const item container,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when storing an item in a container.

Parameters
itItem to calculate storage cost for
containerContainer to store item in
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST
Pistol decreases time taken to store a pistol Smg decreases time taken to store an SMG Rifle decreases time taken to store a rifle Shotgun decreases time taken to store a shotgun Launcher decreases time taken to store a launcher Stabbing decreases time taken to store a stabbing weapon Cutting decreases time taken to store a cutting weapon Bashing decreases time taken to store a bashing weapon

Definition at line 7474 of file character.cpp.

7476{
7477 /** @EFFECT_PISTOL decreases time taken to store a pistol */
7478 /** @EFFECT_SMG decreases time taken to store an SMG */
7479 /** @EFFECT_RIFLE decreases time taken to store a rifle */
7480 /** @EFFECT_SHOTGUN decreases time taken to store a shotgun */
7481 /** @EFFECT_LAUNCHER decreases time taken to store a launcher */
7482 /** @EFFECT_STABBING decreases time taken to store a stabbing weapon */
7483 /** @EFFECT_CUTTING decreases time taken to store a cutting weapon */
7484 /** @EFFECT_BASHING decreases time taken to store a bashing weapon */
7485 int lvl = get_skill_level( it.is_gun() ? it.gun_skill() : it.melee_skill() );
7486 return item_handling_cost( it, penalties, base_cost ) / ( ( lvl + 10.0f ) / 10.0f );
7487}
skill_id gun_skill() const
The skill used to operate the gun.
Definition: item.cpp:7182

References get_skill_level(), item::gun_skill(), item::is_gun(), item_handling_cost(), and item::melee_skill().

Referenced by dispose_item(), npc::dispose_item(), and character_funcs::store_in_container().

◆ item_wear_cost()

int Character::item_wear_cost ( const item it) const

Calculate (but do not deduct) the number of moves required to wear an item.

Definition at line 7489 of file character.cpp.

7490{
7491 double mv = item_handling_cost( it );
7492
7493 switch( it.get_layer() ) {
7494 case PERSONAL_LAYER:
7495 break;
7496
7497 case UNDERWEAR_LAYER:
7498 mv *= 1.5;
7499 break;
7500
7501 case REGULAR_LAYER:
7502 break;
7503
7504 case WAIST_LAYER:
7505 case OUTER_LAYER:
7506 mv /= 1.5;
7507 break;
7508
7509 case BELTED_LAYER:
7510 mv /= 2.0;
7511 break;
7512
7513 case AURA_LAYER:
7514 break;
7515
7516 default:
7517 break;
7518 }
7519
7520 mv *= std::max( it.get_encumber( *this ) / 10.0, 1.0 );
7521
7522 return mv;
7523}
layer_level get_layer() const
Returns clothing layer for item.
Definition: item.cpp:5875
@ WAIST_LAYER
Definition: enums.h:222
@ UNDERWEAR_LAYER
Definition: enums.h:218
@ REGULAR_LAYER
Definition: enums.h:220
@ BELTED_LAYER
Definition: enums.h:226
@ AURA_LAYER
Definition: enums.h:228
@ OUTER_LAYER
Definition: enums.h:224

References AURA_LAYER, BELTED_LAYER, item::get_encumber(), item::get_layer(), item_handling_cost(), OUTER_LAYER, PERSONAL_LAYER, REGULAR_LAYER, UNDERWEAR_LAYER, and WAIST_LAYER.

Referenced by dispose_item(), and wear_item().

◆ item_with_best_of_quality()

item & Character::item_with_best_of_quality ( const quality_id qid)

Returns the item in the player's inventory with the highest of the specified quality.

Definition at line 9983 of file character.cpp.

9984{
9985 int maxq = max_quality( qid );
9986 auto items_with_quality = items_with( [qid]( const item & it ) {
9987 return it.has_quality( qid );
9988 } );
9989 for( item *it : items_with_quality ) {
9990 if( it->get_quality( qid ) == maxq ) {
9991 return *it;
9992 }
9993 }
9994 return null_item_reference();
9995}
int get_quality(const quality_id &id) const
Definition: item.cpp:5383

References item::get_quality(), visitable< T >::has_quality(), visitable< Character >::items_with(), visitable< Character >::max_quality(), and null_item_reference().

◆ item_worn_with_flag()

const item * Character::item_worn_with_flag ( const std::string &  flag,
const bodypart_id bp = bodypart_str_id::NULL_ID() 
) const

Returns the first worn item with a given flag.

Definition at line 3254 of file character.cpp.

3255{
3256 const item *it_with_flag = nullptr;
3257 for( const item &it : worn ) {
3258 if( it.has_flag( flag ) && ( bp == bodypart_str_id::NULL_ID() ||
3259 it.covers( bp->token ) ) ) {
3260 it_with_flag = &it;
3261 break;
3262 }
3263 }
3264 return it_with_flag;
3265}

References string_id< body_part_type >::NULL_ID(), and worn.

Referenced by burn_fuel().

◆ knock_back_to()

void Character::knock_back_to ( const tripoint to)
overridevirtual

Knocks the character to a specified tile.

Maximum Strength allows knocked back player to knock back, damage, stun some monsters

Implements Creature.

Definition at line 10799 of file character.cpp.

10800{
10801 if( to == pos() ) {
10802 return;
10803 }
10804
10805 if( rl_dist( pos(), to ) < 2 && get_map().obstructed_by_vehicle_rotation( pos(), to ) ) {
10806 tripoint intervening = to;
10807 if( one_in( 2 ) ) {
10808 intervening.x = pos().x;
10809 } else {
10810 intervening.y = pos().y;
10811 }
10812
10813 apply_damage( nullptr, bodypart_id( "torso" ), 3 );
10814 add_effect( effect_stunned, 2_turns );
10815 add_msg_player_or_npc( _( "You bounce off a %s!" ), _( "<npcname> bounces off a %s!" ),
10816 g->m.obstacle_name( intervening ) );
10817 return;
10818 }
10819
10820 // First, see if we hit a monster
10821 if( monster *const critter = g->critter_at<monster>( to ) ) {
10822 deal_damage( critter, bodypart_id( "torso" ), damage_instance( DT_BASH, critter->type->size ) );
10823 add_effect( effect_stunned, 1_turns );
10824 /** @EFFECT_STR_MAX allows knocked back player to knock back, damage, stun some monsters */
10825 if( ( str_max - 6 ) / 4 > critter->type->size ) {
10826 critter->knock_back_from( pos() ); // Chain reaction!
10827 critter->apply_damage( this, bodypart_id( "torso" ), ( str_max - 6 ) / 4 );
10828 critter->add_effect( effect_stunned, 1_turns );
10829 } else if( ( str_max - 6 ) / 4 == critter->type->size ) {
10830 critter->apply_damage( this, bodypart_id( "torso" ), ( str_max - 6 ) / 4 );
10831 critter->add_effect( effect_stunned, 1_turns );
10832 }
10833 critter->check_dead_state();
10834
10835 add_msg_player_or_npc( _( "You bounce off a %s!" ), _( "<npcname> bounces off a %s!" ),
10836 critter->name() );
10837 return;
10838 }
10839
10840 if( npc *const np = g->critter_at<npc>( to ) ) {
10841 deal_damage( np, bodypart_id( "torso" ), damage_instance( DT_BASH, np->get_size() + 1 ) );
10842 add_effect( effect_stunned, 1_turns );
10843 np->deal_damage( this, bodypart_id( "torso" ), damage_instance( DT_BASH, 3 ) );
10844 add_msg_player_or_npc( _( "You bounce off %s!" ), _( "<npcname> bounces off %s!" ),
10845 np->name );
10846 np->check_dead_state();
10847 return;
10848 }
10849
10850 // If we're still in the function at this point, we're actually moving a tile!
10851 if( g->m.has_flag( "LIQUID", to ) && g->m.has_flag( TFLAG_DEEP_WATER, to ) ) {
10852 if( !is_npc() ) {
10853 avatar_action::swim( g->m, g->u, to );
10854 }
10855 // TODO: NPCs can't swim!
10856 } else if( g->m.impassable( to ) ) { // Wait, it's a wall
10857
10858 // It's some kind of wall.
10859 // TODO: who knocked us back? Maybe that creature should be the source of the damage?
10860 apply_damage( nullptr, bodypart_id( "torso" ), 3 );
10861 add_effect( effect_stunned, 2_turns );
10862 add_msg_player_or_npc( _( "You bounce off a %s!" ), _( "<npcname> bounces off a %s!" ),
10863 g->m.obstacle_name( to ) );
10864
10865 } else { // It's no wall
10866 setpos( to );
10867
10868 map &here = get_map();
10869 here.creature_on_trap( *this );
10870 }
10871}
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8599
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), map::creature_on_trap(), deal_damage(), DT_BASH, effect_stunned, g, get_map(), Creature::is_npc(), one_in(), pos(), rl_dist(), setpos(), str_max, avatar_action::swim(), TFLAG_DEEP_WATER, tripoint::x, and tripoint::y.

◆ knows_recipe()

bool Character::knows_recipe ( const recipe rec) const

Definition at line 10567 of file character.cpp.

10568{
10569 return get_learned_recipes().contains( *rec );
10570}
const recipe_subset & get_learned_recipes() const
Returns all known recipes.
bool contains(const recipe &r) const
Check if the subset contains a recipe with the specified id.

References recipe_subset::contains(), and get_learned_recipes().

Referenced by item::book_info(), complete_craft(), crafting::complete_disassemble(), avatar::create(), avatar::do_read(), find_repair_difficulty(), read_inventory_preset::get_known_recipes(), player::has_recipe(), select_crafting_recipe(), conditional_t< T >::set_u_know_recipe(), and skim_book_msg().

◆ knows_trap()

bool Character::knows_trap ( const tripoint pos) const

Definition at line 10219 of file character.cpp.

10220{
10221 const tripoint p = get_map().getabs( pos );
10222 return known_traps.count( p ) > 0;
10223}

References get_map(), map::getabs(), known_traps, and pos().

Referenced by trap::can_see(), vehicle::handle_trap(), and character_funcs::search_surroundings().

◆ leak_level()

int Character::leak_level ( const std::string &  flag) const

Definition at line 1943 of file suffer.cpp.

1944{
1945 int leak_level = 0;
1946 leak_level = inv.leak_level( flag );
1947 return leak_level;
1948}
int leak_level(const std::string &flag) const
Definition: suffer.cpp:1943
int leak_level(const std::string &flag) const
Definition: inventory.cpp:899

References inv, leak_level(), and inventory::leak_level().

Referenced by iexamine::autodoc(), iuse::geiger(), leak_level(), and suffer_from_radiation().

◆ learn_recipe()

void Character::learn_recipe ( const recipe rec)

Definition at line 10572 of file character.cpp.

10573{
10574 if( rec->never_learn ) {
10575 return;
10576 }
10577 learned_recipes->include( rec );
10578}
bool never_learn
Prevent this recipe from ever being added to the player's learned recipies ( used for special NPC cra...
Definition: recipe.h:93

References learned_recipes, and recipe::never_learn.

Referenced by debug_menu::character_edit_menu(), complete_craft(), crafting::complete_disassemble(), avatar::create(), and avatar::do_read().

◆ limb_color()

nc_color Character::limb_color ( const bodypart_id bp,
bool  bleed,
bool  bite,
bool  infect 
) const

Definition at line 5940 of file character.cpp.

5941{
5942 if( bp == bodypart_id( "num_bp" ) ) {
5943 return c_light_gray;
5944 }
5945 const body_part bp_token = bp->token;
5946 int color_bit = 0;
5947 nc_color i_color = c_light_gray;
5948 if( bleed && has_effect( effect_bleed, bp_token ) ) {
5949 color_bit += 1;
5950 }
5951 if( bite && has_effect( effect_bite, bp_token ) ) {
5952 color_bit += 10;
5953 }
5954 if( infect && has_effect( effect_infected, bp_token ) ) {
5955 color_bit += 100;
5956 }
5957 switch( color_bit ) {
5958 case 1:
5959 i_color = c_red;
5960 break;
5961 case 10:
5962 i_color = c_blue;
5963 break;
5964 case 100:
5965 i_color = c_green;
5966 break;
5967 case 11:
5968 i_color = c_magenta;
5969 break;
5970 case 101:
5971 i_color = c_yellow;
5972 break;
5973 }
5974
5975 return i_color;
5976}

References Creature::bleed(), c_blue, c_green, c_light_gray, c_magenta, c_red, c_yellow, effect_bite, effect_bleed, effect_infected, and Creature::has_effect().

Referenced by body_window(), draw_health_classic(), draw_limb2(), draw_limb_narrow(), draw_limb_wide(), and extended_description().

◆ load()

void Character::load ( const JsonObject data)
protected

Gather variables for saving.

These variables are common to both the avatar and NPCs.

Definition at line 387 of file savegame_json.cpp.

388{
390 Creature::load( data );
391
392 if( !data.read( "posx", position.x ) ) { // uh-oh.
393 debugmsg( "BAD PLAYER/NPC JSON: no 'posx'?" );
394 }
395 data.read( "posy", position.y );
396 if( !data.read( "posz", position.z ) && g != nullptr ) {
397 position.z = g->get_levz();
398 }
399 // stats
400 data.read( "str_cur", str_cur );
401 data.read( "str_max", str_max );
402 data.read( "dex_cur", dex_cur );
403 data.read( "dex_max", dex_max );
404 data.read( "int_cur", int_cur );
405 data.read( "int_max", int_max );
406 data.read( "per_cur", per_cur );
407 data.read( "per_max", per_max );
408
409 data.read( "str_bonus", str_bonus );
410 data.read( "dex_bonus", dex_bonus );
411 data.read( "per_bonus", per_bonus );
412 data.read( "int_bonus", int_bonus );
413 data.read( "omt_path", omt_path );
414
415 std::string new_name;
416 data.read( "name", new_name );
417 if( !new_name.empty() ) {
418 // Bugfix for name not having been saved properly
419 name = new_name;
420 }
421
422 data.read( "base_age", init_age );
423 data.read( "base_height", init_height );
424
425 if( !data.read( "profession", prof ) || !prof.is_valid() ) {
426 // We are likely an older profession which has since been removed so just set to default.
427 // This is only cosmetic after game start.
429 }
430 data.read( "custom_profession", custom_profession );
431
432 // needs
433 data.read( "thirst", thirst );
434 data.read( "fatigue", fatigue );
435 data.read( "sleep_deprivation", sleep_deprivation );
436 data.read( "stored_calories", stored_calories );
437 data.read( "radiation", radiation );
438 data.read( "oxygen", oxygen );
439 data.read( "pkill", pkill );
440
441 data.read( "type_of_scent", type_of_scent );
442
443 if( data.has_array( "ma_styles" ) ) {
444 std::vector<matype_id> temp_styles;
445 data.read( "ma_styles", temp_styles );
446 bool temp_keep_hands_free = false;
447 data.read( "keep_hands_free", temp_keep_hands_free );
448 matype_id temp_selected_style;
449 data.read( "style_selected", temp_selected_style );
450 if( !temp_selected_style.is_valid() ) {
451 temp_selected_style = matype_id( "style_none" );
452 }
454 temp_styles, temp_selected_style, temp_keep_hands_free
455 ) );
456 } else {
457 data.read( "martial_arts_data", martial_arts_data );
458 }
459
460 JsonObject vits = data.get_object( "vitamin_levels" );
462 for( const std::pair<const vitamin_id, vitamin> &v : vitamin::all() ) {
463 if( vits.has_member( v.first.str() ) ) {
464 int lvl = vits.get_int( v.first.str() );
465 vitamin_levels[v.first] = clamp( lvl, v.first->min(), v.first->max() );
466 }
467 }
468 data.read( "consumption_history", consumption_history );
469 data.read( "activity", activity );
470 data.read( "destination_activity", destination_activity );
471 data.read( "stashed_outbounds_activity", stashed_outbounds_activity );
472 data.read( "stashed_outbounds_backlog", stashed_outbounds_backlog );
473 data.read( "backlog", backlog );
474 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
475 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
476 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
477 requirement_data fetch_reqs;
478 data.read( "fetch_data", fetch_reqs );
479 const requirement_id req_id( backlog.front().str_values.back() );
480 requirement_data::save_requirement( fetch_reqs, req_id );
481 }
482 // npc activity on vehicles.
483 data.read( "activity_vehicle_part_index", activity_vehicle_part_index );
484 // health
485 data.read( "healthy", healthy );
486 data.read( "healthy_mod", healthy_mod );
487 data.read( "healed_24h", healed_total );
488
489 // status
490 temp_cur.fill( 5000 );
491 data.read( "temp_cur", temp_cur );
492
493 temp_conv.fill( 5000 );
494 data.read( "temp_conv", temp_conv );
495
496 frostbite_timer.fill( 0 );
497 data.read( "frostbite_timer", frostbite_timer );
498
499 body_wetness.fill( 0 );
500 data.read( "body_wetness", body_wetness );
501
502 //energy
503 data.read( "stim", stim );
504 data.read( "stamina", stamina );
505
506 data.read( "damage_bandaged", damage_bandaged );
507 data.read( "damage_disinfected", damage_disinfected );
508 data.read( "magic", magic );
509 JsonArray parray;
510
511 data.read( "traits", my_traits );
512 for( auto it = my_traits.begin(); it != my_traits.end(); ) {
513 const auto &tid = *it;
514 if( tid.is_valid() ) {
515 ++it;
516 } else {
517 debugmsg( "character %s has invalid trait %s, it will be ignored", name, tid.c_str() );
518 my_traits.erase( it++ );
519 }
520 }
521
522 data.read( "mutations", my_mutations );
523 for( auto it = my_mutations.begin(); it != my_mutations.end(); ) {
524 const trait_id &mid = it->first;
525 if( mid.is_valid() ) {
526 on_mutation_gain( mid );
527 cached_mutations.push_back( &mid.obj() );
528 ++it;
529 } else {
530 debugmsg( "character %s has invalid mutation %s, it will be ignored", name, mid.c_str() );
531 it = my_mutations.erase( it );
532 }
533 }
535
536 data.read( "my_bionics", *my_bionics );
537
538 for( auto &w : worn ) {
539 w.on_takeoff( *this );
540 }
541 worn.clear();
542 data.read( "worn", worn );
543 for( auto &w : worn ) {
544 on_item_wear( w );
545 }
546
547 if( data.has_array( "hp_cur" ) ) {
548 set_anatomy( anatomy_id( "human_anatomy" ) );
549 set_body();
550 std::array<int, 6> hp_cur;
551 data.read( "hp_cur", hp_cur );
552 std::array<int, 6> hp_max;
553 data.read( "hp_max", hp_max );
554 set_part_hp_max( bodypart_id( "head" ), hp_max[0] );
555 set_part_hp_cur( bodypart_id( "head" ), hp_cur[0] );
556
557 set_part_hp_max( bodypart_id( "torso" ), hp_max[1] );
558 set_part_hp_cur( bodypart_id( "torso" ), hp_cur[1] );
559
560 set_part_hp_max( bodypart_id( "arm_l" ), hp_max[2] );
561 set_part_hp_cur( bodypart_id( "arm_l" ), hp_cur[2] );
562
563 set_part_hp_max( bodypart_id( "arm_r" ), hp_max[3] );
564 set_part_hp_cur( bodypart_id( "arm_r" ), hp_cur[3] );
565
566 set_part_hp_max( bodypart_id( "leg_l" ), hp_max[4] );
567 set_part_hp_cur( bodypart_id( "leg_l" ), hp_cur[4] );
568
569 set_part_hp_max( bodypart_id( "leg_r" ), hp_max[5] );
570 set_part_hp_cur( bodypart_id( "leg_r" ), hp_cur[5] );
571 }
572
573
574 inv.clear();
575 if( data.has_member( "inv" ) ) {
576 JsonIn *invin = data.get_raw( "inv" );
577 inv.json_load_items( *invin );
578 }
579
581 data.read( "weapon", weapon );
582
583 data.read( "move_mode", move_mode );
584
585 if( has_effect( effect_riding ) ) {
586 int temp_id;
587 if( data.read( "mounted_creature", temp_id ) ) {
588 mounted_creature_id = temp_id;
589 mounted_creature = g->critter_tracker->from_temporary_id( temp_id );
590 } else {
591 mounted_creature = nullptr;
592 }
593 }
594
595 morale->load( data );
596 // Have to go through effects again, in case an effect gained a morale bonus
597 for( const auto &elem : *effects ) {
598 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
599 const effect &e = _effect_it.second;
601 }
602 }
603
604 _skills->clear();
605 for( const JsonMember member : data.get_object( "skills" ) ) {
606 member.read( ( *_skills )[skill_id( member.name() )] );
607 }
608
609 data.read( "learned_recipes", *learned_recipes );
610 autolearn_skills_stamp->clear(); // Invalidates the cache
611
612 on_stat_change( "thirst", thirst );
613 on_stat_change( "stored_calories", stored_calories );
614 on_stat_change( "fatigue", fatigue );
615 on_stat_change( "sleep_deprivation", sleep_deprivation );
616 on_stat_change( "pkill", pkill );
617 on_stat_change( "perceived_pain", get_perceived_pain() );
620
621 assign( data, "power_level", power_level, false, 0_kJ );
622 assign( data, "max_power_level", max_power_level, false, 0_kJ );
623
624 // Bionic power should not be negative!
625 if( power_level < 0_J ) {
626 power_level = 0_J;
627 }
628
629 JsonArray overmap_time_array = data.get_array( "overmap_time" );
630 overmap_time.clear();
631 while( overmap_time_array.has_more() ) {
632 point_abs_omt pt;
633 overmap_time_array.read_next( pt );
634 time_duration tdr = 0_turns;
635 overmap_time_array.read_next( tdr );
636 overmap_time[pt] = tdr;
637 }
638 data.read( "stomach", stomach );
639 data.read( "automoveroute", auto_move_route );
640
641 known_traps.clear();
642 for( JsonObject pmap : data.get_array( "known_traps" ) ) {
643 pmap.allow_omitted_members();
644 const tripoint p( pmap.get_int( "x" ), pmap.get_int( "y" ), pmap.get_int( "z" ) );
645 const std::string t = pmap.get_string( "trap" );
646 known_traps.insert( trap_map::value_type( p, t ) );
647 }
648}
bool assign(const JsonObject &jo, const std::string &name, bool &val, bool strict)
Definition: assign.cpp:16
void on_stat_change(const std::string &stat, int value) override
Called when a stat is changed.
Definition: character.cpp:9883
std::map< vitamin_id, int > vitamin_levels
Current deficiency/excess quantity for each vitamin.
Definition: character.h:2203
int activity_vehicle_part_index
Definition: character.h:1616
void on_effect_int_change(const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
Called when effect intensity has been changed.
Definition: character.cpp:9854
int oxygen
Definition: character.h:1586
void on_item_wear(const item &it)
Called when an item is worn.
Definition: character.cpp:9826
void recalculate_size()
Recalculate size class of character.
Definition: mutation.cpp:244
int mounted_creature_id
Definition: character.h:1614
void set_body()
Definition: creature.cpp:1553
void set_part_hp_max(const bodypart_id &id, int set)
Definition: creature.cpp:1601
void load(const JsonObject &jsin)
bool has_more() const
Definition: json.cpp:552
bool read_next(T &t)
Definition: json.h:1112
Definition: json.h:172
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:429
JsonArray get_array(const std::string &name) const
Definition: json.cpp:400
bool has_member(const std::string &name) const
Definition: json.cpp:182
JsonIn * get_raw(const std::string &name) const
Definition: json.cpp:309
int get_int(const std::string &name) const
Definition: json.cpp:350
bool has_array(const std::string &name) const
Definition: json.cpp:483
void allow_omitted_members() const
Definition: json.cpp:151
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:941
void json_load_items(JsonIn &jsin)
void clear()
Definition: inventory.cpp:238
This is a wrapper for implementing the pointer-to-implementation technique, see for example http://en...
Definition: pimpl.h:35
const char * c_str() const
Interface to the plain C-string of the id.
Definition: string_id.h:247
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
std::string member
Definition: mapgen.cpp:410
static const efftype_id effect_riding("riding")
static void save_requirement(const requirement_data &req, const requirement_id &id=requirement_id::NULL_ID())
Store requirement data for future lookup.

References _skills, activity, activity_vehicle_part_index, vitamin::all(), JsonObject::allow_omitted_members(), assign(), auto_move_route, autolearn_skills_stamp, backlog, body_wetness, string_id< T >::c_str(), cached_mutations, clamp(), inventory::clear(), consumption_history, custom_profession, damage_bandaged, damage_disinfected, debugmsg, destination_activity, dex_bonus, dex_cur, dex_max, effect_riding, Creature::effects, fatigue, frostbite_timer, g, profession::generic(), JsonObject::get_array(), effect::get_bp(), effect::get_id(), JsonObject::get_int(), effect::get_intensity(), JsonObject::get_object(), get_perceived_pain(), JsonObject::get_raw(), JsonObject::has_array(), Creature::has_effect(), JsonObject::has_member(), JsonArray::has_more(), healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, inv, string_id< T >::is_valid(), inventory::json_load_items(), known_traps, learned_recipes, Creature::load(), magic, martial_arts_data, matype_id, max_power_level, mapgen_defer::member, morale, mounted_creature, mounted_creature_id, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, on_effect_int_change(), on_item_wear(), on_mutation_gain(), on_stat_change(), overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, JsonObject::read(), JsonArray::read_next(), recalc_sight_limits(), recalculate_size(), reset_encumbrance(), requirement_data::save_requirement(), Creature::set_anatomy(), Creature::set_body(), Creature::set_part_hp_cur(), Creature::set_part_hp_max(), skill_id, sleep_deprivation, stamina, calendar::start_of_cataclysm, stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, type_of_scent, vitamin_levels, weapon, worn, tripoint::x, tripoint::y, and tripoint::z.

Referenced by player::load().

◆ mabuff_armor_bonus()

int Character::mabuff_armor_bonus ( damage_type  type) const

Returns the armor bonus against given type from martial arts buffs.

Definition at line 1170 of file martialarts.cpp.

1171{
1172 int ret = 0;
1173 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1174 ret += d.get_intensity() * b.armor_bonus( *this, type );
1175 } );
1176 return ret;
1177}
static void accumulate_ma_buff_effects(const C &container, F f)

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by passive_absorb_hit().

◆ mabuff_arpen_bonus()

int Character::mabuff_arpen_bonus ( damage_type  type) const

Returns the arpen bonus from martial arts buffs.

Definition at line 1162 of file martialarts.cpp.

1163{
1164 int ret = 0;
1165 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1166 ret += d.get_intensity() * b.arpen_bonus( *this, type );
1167 } );
1168 return ret;
1169}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_attack_cost_mult()

float Character::mabuff_attack_cost_mult ( ) const

Returns the multiplier on move cost of attacks.

Definition at line 1204 of file martialarts.cpp.

1205{
1206 float ret = 1.0f;
1207 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1208 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1209 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1210 ret *= d.get_intensity() * ( b.bonuses.get_mult( *this,
1211 affected_stat::MOVE_COST ) - 1 ) + 1;
1212 } );
1213 return ret;
1214}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_attack_cost_penalty()

int Character::mabuff_attack_cost_penalty ( ) const

Returns the flat penalty to move cost of attacks.

If negative, that's a bonus. Applied after multiplier.

Definition at line 1196 of file martialarts.cpp.

1197{
1198 int ret = 0;
1199 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1200 ret += d.get_intensity() * b.bonuses.get_flat( *this, affected_stat::MOVE_COST );
1201 } );
1202 return ret;
1203}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_block_bonus()

int Character::mabuff_block_bonus ( ) const

Returns the block bonus from martial arts buffs.

Definition at line 1146 of file martialarts.cpp.

1147{
1148 int ret = 0;
1149 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1150 ret += d.get_intensity() * b.block_bonus( *this );
1151 } );
1152 return ret;
1153}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by block_hit().

◆ mabuff_damage_bonus()

int Character::mabuff_damage_bonus ( damage_type  type) const

Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.

Definition at line 1188 of file martialarts.cpp.

1189{
1190 int ret = 0;
1191 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1192 ret += d.get_intensity() * b.damage_bonus( *this, type );
1193 } );
1194 return ret;
1195}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_damage_mult()

float Character::mabuff_damage_mult ( damage_type  type) const

Returns the damage multiplier to given type from martial arts buffs.

Definition at line 1178 of file martialarts.cpp.

1179{
1180 float ret = 1.f;
1181 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1182 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1183 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1184 ret *= d.get_intensity() * ( b.damage_mult( *this, type ) - 1 ) + 1;
1185 } );
1186 return ret;
1187}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_dodge_bonus()

float Character::mabuff_dodge_bonus ( ) const

Returns the dodge bonus from martial arts buffs.

Definition at line 1138 of file martialarts.cpp.

1139{
1140 float ret = 0;
1141 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1142 ret += d.get_intensity() * b.dodge_bonus( *this );
1143 } );
1144 return ret;
1145}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ mabuff_speed_bonus()

int Character::mabuff_speed_bonus ( ) const

Returns the speed bonus from martial arts buffs.

Definition at line 1154 of file martialarts.cpp.

1155{
1156 int ret = 0;
1157 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1158 ret += d.get_intensity() * b.speed_bonus( *this );
1159 } );
1160 return ret;
1161}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by recalc_speed_bonus().

◆ mabuff_tohit_bonus()

float Character::mabuff_tohit_bonus ( ) const

Returns the to hit bonus from martial arts buffs.

Definition at line 1130 of file martialarts.cpp.

1131{
1132 float ret = 0;
1133 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & ) {
1134 ret += b.hit_bonus( *this );
1135 } );
1136 return ret;
1137}

References accumulate_ma_buff_effects(), b, Creature::effects, and cata::hash64_detail::ret.

Referenced by get_melee_hit_base().

◆ made_of()

bool Character::made_of ( const material_id m) const
overridevirtual

Implements Creature.

Definition at line 6226 of file character.cpp.

6227{
6228 // TODO: check for mutations that change this.
6229 return std::find( fleshy.begin(), fleshy.end(), m ) != fleshy.end();
6230}
static const std::vector< material_id > fleshy
Definition: character.h:783

References detail::find(), and fleshy.

Referenced by block_hit().

◆ made_of_any()

bool Character::made_of_any ( const std::set< material_id > &  ms) const
overridevirtual

Implements Creature.

Definition at line 6231 of file character.cpp.

6232{
6233 // TODO: check for mutations that change this.
6234 return std::any_of( fleshy.begin(), fleshy.end(), [&ms]( const material_id & e ) {
6235 return ms.count( e );
6236 } );
6237}
constexpr scale ms
Definition: coordinates.h:30

References fleshy, and coords::ms.

◆ max_stored_kcal()

◆ meets_requirements()

bool Character::meets_requirements ( const item it,
const item context = item() 
) const

Checks whether the character meets overall requirements to be able to use the item.

Definition at line 3525 of file character.cpp.

3526{
3527 const auto &ctx = !context.is_null() ? context : it;
3529}
bool meets_stat_requirements(const item &it) const
Checks whether the character's stats meets the stats required by the item.
Definition: character.cpp:3517

References item::is_null(), meets_skill_requirements(), meets_stat_requirements(), itype::min_skills, and item::type.

Referenced by can_use(), gunmod_inventory_preset::get_denial(), and item::gun_range().

◆ meets_skill_requirements() [1/2]

bool Character::meets_skill_requirements ( const construction con) const

Checks whether the character's skills meet the required.

Definition at line 3509 of file character.cpp.

3510{
3511 return std::all_of( con.required_skills.begin(), con.required_skills.end(),
3512 [&]( const std::pair<skill_id, int> &pr ) {
3513 return get_skill_level( pr.first ) >= pr.second;
3514 } );
3515}
std::map< skill_id, int > required_skills
Skill->skill level mapping.
Definition: construction.h:72

References construction::required_skills.

◆ meets_skill_requirements() [2/2]

bool Character::meets_skill_requirements ( const std::map< skill_id, int > &  req,
const item context = item() 
) const

Checks whether the character's skills meet the required.

Definition at line 3503 of file character.cpp.

3505{
3506 return _skills->meets_skill_requirements( req, context );
3507}

References _skills.

Referenced by activity_handlers::build_do_turn(), can_learn_by_disassembly(), find_base_construction(), get_learned_recipes(), meets_requirements(), and player_can_build().

◆ meets_stat_requirements()

bool Character::meets_stat_requirements ( const item it) const

Checks whether the character's stats meets the stats required by the item.

Definition at line 3517 of file character.cpp.

3518{
3519 return ( it.has_flag( flag_STR_DRAW ) || get_str() >= it.get_min_str() ) &&
3520 get_dex() >= it.type->min_dex &&
3521 get_int() >= it.type->min_int &&
3522 get_per() >= it.type->min_per;
3523}
static const std::string flag_STR_DRAW("STR_DRAW")

References flag_STR_DRAW(), get_dex(), get_int(), item::get_min_str(), get_per(), get_str(), item::has_flag(), itype::min_dex, itype::min_int, itype::min_per, and item::type.

Referenced by meets_requirements().

◆ melee_attack()

void Character::melee_attack ( Creature t,
bool  allow_special,
const matec_id force_technique = nullptr,
bool  allow_unarmed = true 
)

Sets up a melee attack and handles melee attack function calls.

Parameters
tCreature to attack
allow_specialwhether non-forced martial art technique or mutation attack should be possible with this attack.
force_techniquespecial technique to use in attack (leave as nullptr to use random technique).
allow_unarmedalways uses the wielded weapon regardless of martialarts style
Melee reduces stamina cost of melee attacks

Definition at line 416 of file melee.cpp.

418{
420 int hit_spread = t.deal_melee_attack( this, hit_roll() );
421 if( !t.is_player() ) {
422 // TODO: Per-NPC tracking? Right now monster hit by either npc or player will draw aggro...
423 t.add_effect( effect_hit_by_player, 10_minutes ); // Flag as attacked by us for AI
424 }
425 if( is_mounted() ) {
426 auto mons = mounted_creature.get();
427 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
428 if( !mons->check_mech_powered() ) {
429 add_msg( m_bad, _( "The %s has dead batteries and will not move its arms." ),
430 mons->get_name() );
431 return;
432 }
433 if( mons->type->has_special_attack( "SMASH" ) && one_in( 3 ) ) {
434 add_msg( m_info, _( "The %s hisses as its hydraulic arm pumps forward!" ),
435 mons->get_name() );
436 mattack::smash_specific( mons, &t );
437 } else {
438 mons->use_mech_power( -2 );
439 mons->melee_attack( t );
440 }
441 mod_moves( -mons->type->attack_cost );
442 return;
443 }
444 }
445 item &cur_weapon = allow_unarmed ? used_weapon() : primary_weapon();
446
447 if( cur_weapon.attack_cost() > attack_cost( cur_weapon ) * 20 ) {
448 add_msg( m_bad, _( "This weapon is too unwieldy to attack with!" ) );
449 return;
450 }
451
452 int move_cost = attack_cost( cur_weapon );
453
454 if( hit_spread < 0 ) {
455 int stumble_pen = stumble( *this, cur_weapon );
456 sfx::generate_melee_sound( pos(), t.pos(), false, false );
457 if( is_player() ) { // Only display messages if this is the player
458
459 if( one_in( 2 ) ) {
460 const std::string reason_for_miss = get_miss_reason();
461 if( !reason_for_miss.empty() ) {
462 add_msg( reason_for_miss );
463 }
464 }
465
466 if( can_miss_recovery( cur_weapon ) ) {
467 ma_technique tec = martial_arts_data->get_miss_recovery_tec( cur_weapon );
468 add_msg( _( tec.avatar_message ), t.disp_name() );
469 } else if( stumble_pen >= 60 ) {
470 add_msg( m_bad, _( "You miss and stumble with the momentum." ) );
471 } else if( stumble_pen >= 10 ) {
472 add_msg( _( "You swing wildly and miss." ) );
473 } else {
474 add_msg( _( "You miss." ) );
475 }
476 } else if( g->u.sees( *this ) ) {
477 if( stumble_pen >= 60 ) {
478 add_msg( _( "%s misses and stumbles with the momentum." ), name );
479 } else if( stumble_pen >= 10 ) {
480 add_msg( _( "%s swings wildly and misses." ), name );
481 } else {
482 add_msg( _( "%s misses." ), name );
483 }
484 }
485
486 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
487 if( !has_active_bionic( bio_cqb ) ) {
488 melee_train( *this, 2, 5, cur_weapon );
489 }
490
491 // Cap stumble penalty, heavy weapons are quite weak already
492 move_cost += std::min( 60, stumble_pen );
493 if( martial_arts_data->has_miss_recovery_tec( cur_weapon ) ) {
494 move_cost /= 2;
495 }
496
497 // trigger martial arts on-miss effects
498 martial_arts_data->ma_onmiss_effects( *this );
499 } else {
501 // Remember if we see the monster at start - it may change
502 const bool seen = g->u.sees( t );
503 // Start of attacks.
504 const bool critical_hit = scored_crit( t.dodge_roll(), cur_weapon );
505 if( critical_hit ) {
507 }
509 roll_all_damage( critical_hit, d, false, cur_weapon );
510
511 const bool has_force_technique = force_technique;
512
513 // Pick one or more special attacks
514 matec_id technique_id;
515 if( allow_special && !has_force_technique ) {
516 technique_id = pick_technique( t, cur_weapon, critical_hit, false, false );
517 } else if( has_force_technique ) {
518 technique_id = *force_technique;
519 } else {
520 technique_id = tec_none;
521 }
522
523 // if you have two broken arms you aren't doing any martial arts
524 // and your hits are not going to hurt very much
525 if( get_working_arm_count() < 1 ) {
526 technique_id = tec_none;
527 d.mult_damage( 0.1 );
528 }
529 // polearms and pikes (but not spears) do less damage to adjacent targets
530 if( cur_weapon.reach_range( *this ) > 1 && !reach_attacking &&
531 cur_weapon.has_flag( "POLEARM" ) ) {
532 d.mult_damage( 0.7 );
533 }
534
535 const ma_technique &technique = technique_id.obj();
536
537 // Handles effects as well; not done in melee_affect_*
538 if( technique.id != tec_none ) {
539 perform_technique( technique, t, d, move_cost );
540 }
541
542 // Proceed with melee attack.
543 if( !t.is_dead_state() ) {
544 // Handles speed penalties to monster & us, etc
545 std::string specialmsg = melee_special_effects( t, d, cur_weapon );
546
547 // gets overwritten with the dealt damage values
548 dealt_damage_instance dealt_dam;
549 dealt_damage_instance dealt_special_dam;
550 if( allow_special ) {
551 perform_special_attacks( t, dealt_special_dam );
552 }
553 t.deal_melee_hit( this, hit_spread, critical_hit, d, dealt_dam );
554 if( dealt_special_dam.type_damage( DT_CUT ) > 0 ||
555 dealt_special_dam.type_damage( DT_STAB ) > 0 ||
556 ( cur_weapon.is_null() && ( dealt_dam.type_damage( DT_CUT ) > 0 ||
557 dealt_dam.type_damage( DT_STAB ) > 0 ) ) ) {
558 if( has_trait( trait_POISONOUS ) ) {
559 add_msg_if_player( m_good, _( "You poison %s!" ), t.disp_name() );
560 t.add_effect( effect_poison, 6_turns );
561 } else if( has_trait( trait_POISONOUS2 ) ) {
562 add_msg_if_player( m_good, _( "You inject your venom into %s!" ),
563 t.disp_name() );
564 t.add_effect( effect_badpoison, 6_turns );
565 }
566 }
567
568 // Make a rather quiet sound, to alert any nearby monsters
569 if( !is_quiet() ) { // check martial arts silence
570 //sound generated later
571 sounds::sound( pos(), 8, sounds::sound_t::combat, "whack!" );
572 }
573 std::string material = "flesh";
574 if( t.is_monster() ) {
575 const monster *m = dynamic_cast<const monster *>( &t );
576 if( m->made_of( material_id( "steel" ) ) ) {
577 material = "steel";
578 }
579 }
580 sfx::generate_melee_sound( pos(), t.pos(), true, t.is_monster(), material );
581 int dam = dealt_dam.total_damage();
583
584 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
585 if( !has_active_bionic( bio_cqb ) ) {
586 melee_train( *this, 5, 10, cur_weapon );
587 }
588
589 if( dam >= 5 && has_artifact_with( AEP_SAP_LIFE ) ) {
590 healall( rng( dam / 10, dam / 5 ) );
591 }
592
593 // Treat monster as seen if we see it before or after the attack
594 if( seen || g->u.sees( t ) ) {
595 std::string message = melee_message( technique, *this, dealt_dam );
596 player_hit_message( this, message, t, dam, critical_hit );
597 } else {
598 add_msg_player_or_npc( m_good, _( "You hit something." ),
599 _( "<npcname> hits something." ) );
600 }
601
602 if( !specialmsg.empty() ) {
603 add_msg_if_player( m_neutral, specialmsg );
604 }
605
606 if( critical_hit ) {
607 // trigger martial arts on-crit effects
608 martial_arts_data->ma_oncrit_effects( *this );
609 }
610
611 }
612
614 did_hit( t );
615
616 if( t.is_dead_state() ) {
617 // trigger martial arts on-kill effects
618 martial_arts_data->ma_onkill_effects( *this );
619 }
620 }
621
622 const int melee = get_skill_level( skill_melee );
623
624 // Previously calculated as 2_gram * std::max( 1, str_cur )
625 // using 16_gram normalizes it to 8 str. Same effort expenditure
626 // for each strike, regardless of weight. This is compensated
627 // for by the additional move cost as weapon weight increases
628 const int weight_cost = cur_weapon.weight() / ( 16_gram );
629 const int encumbrance_cost = roll_remainder( ( encumb( bp_arm_l ) + encumb( bp_arm_r ) ) *
630 2.0f );
631 const int deft_bonus = hit_spread < 0 && has_trait( trait_DEFT ) ? 50 : 0;
632 const float skill_cost = std::max( 0.667f, static_cast<float>( ( 30.0f - melee ) / 30.0f ) );
633 /** @EFFECT_MELEE reduces stamina cost of melee attacks */
634 const int mod_sta = ( weight_cost + encumbrance_cost - deft_bonus + 50 ) * -1 * skill_cost;
635 mod_stamina( std::min( -50, mod_sta ) );
636 add_msg( m_debug, "Stamina burn: %d", std::min( -50, mod_sta ) );
638 // trigger martial arts on-attack effects
639 martial_arts_data->ma_onattack_effects( *this );
640 // some things (shattering weapons) can harm the attacking creature.
642 if( t.as_character() ) {
644 t.as_character()->on_hit( this, bodypart_id( "num_bp" ), &dp );
645 }
646 return;
647}
int attack_cost(const item &weap) const
Returns cost (in moves) of attacking with given item (no modifiers, like stuck)
Definition: melee.cpp:2251
bool can_miss_recovery(const item &weap) const
Returns true if the player is able to use a miss recovery technique.
std::string melee_special_effects(Creature &t, damage_instance &d, item &weap)
Handles combat effects, returns a string of any valid combat effect messages.
Definition: melee.cpp:1847
void perform_special_attacks(Creature &t, dealt_damage_instance &dealt_dam)
Performs special attacks and their effects (poisonous, stinger, etc.)
Definition: melee.cpp:1820
float hit_roll() const override
Returns the player's basic hit roll that is compared to the target's dodge roll.
Definition: melee.cpp:329
bool scored_crit(float target_dodge, const item &weap) const
Returns true if the player scores a critical hit.
Definition: melee.cpp:755
bool reach_attacking
Definition: character.h:618
void did_hit(Creature &target)
Handles special effects when the Character hits a Creature.
Definition: character.cpp:8265
void on_hit(Creature *source, bodypart_id bp_hit, dealt_projectile_attack const *proj) override
This creature just got hit by an attack - possibly special/ranged attack - from source.
Definition: character.cpp:8270
void perform_technique(const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
Definition: melee.cpp:1398
std::string get_miss_reason()
Returns an explanation for why the player would miss a melee attack.
Definition: melee.cpp:361
void roll_all_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds all 3 types of physical damage to instance.
Definition: melee.cpp:383
bool is_quiet() const
Returns true if the player has quiet melee attacks.
virtual bool is_monster() const
Definition: creature.h:101
virtual Character * as_character()
Definition: creature.h:116
virtual int deal_melee_attack(Creature *source, int hitroll)
Definition: creature.cpp:504
virtual float dodge_roll()=0
virtual void deal_melee_hit(Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
Definition: creature.cpp:523
virtual bool is_dead_state() const =0
int reach_range(const Character &guy) const
Max range of melee attack this weapon can be used for.
Definition: item.cpp:5265
matec_id id
Definition: martialarts.h:97
std::string avatar_message
Definition: martialarts.h:112
bool made_of(const material_id &m) const override
Definition: monster.cpp:987
@ AEP_SAP_LIFE
Definition: enums.h:119
void player_hit_message(Character *attacker, const std::string &message, Creature &t, int dam, bool crit=false)
Definition: melee.cpp:2189
static const efftype_id effect_badpoison("badpoison")
std::string melee_message(const ma_technique &tec, Character &p, const dealt_damage_instance &ddi)
Definition: melee.cpp:2071
static const efftype_id effect_hit_by_player("hit_by_player")
int stumble(Character &u, const item &weap)
Definition: melee.cpp:739
static const trait_id trait_POISONOUS("POISONOUS")
static void melee_train(Character &p, int lo, int hi, const item &weap)
Definition: melee.cpp:391
static const trait_id trait_DEFT("DEFT")
static const efftype_id effect_poison("poison")
static const trait_id trait_POISONOUS2("POISONOUS2")
void smash_specific(monster *z, Creature *target)
Definition: monattack.cpp:1103
void generate_melee_sound(const tripoint &source, const tripoint &target, bool hit, bool targ_mon=false, const std::string &material="flesh")
Definition: sounds.cpp:1605
int actual_crit_count
Definition: melee.h:13

References _, melee_statistic_data::actual_crit_count, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SAP_LIFE, Creature::as_character(), item::attack_cost(), attack_cost(), melee_statistic_data::attack_count, ma_technique::avatar_message, bio_cqb, bp_arm_l, bp_arm_r, can_miss_recovery(), Creature::check_dead_state(), sounds::combat, melee_statistic_data::damage_amount, Creature::deal_melee_attack(), Creature::deal_melee_hit(), did_hit(), Creature::disp_name(), Creature::dodge_roll(), DT_CUT, DT_STAB, effect_badpoison, effect_hit_by_player, effect_poison, encumb(), g, sfx::generate_melee_sound(), get_miss_reason(), get_skill_level(), get_working_arm_count(), has_active_bionic(), has_artifact_with(), item::has_flag(), has_trait(), healall(), melee_statistic_data::hit_count, hit_roll(), ma_technique::id, Creature::is_dead_state(), Creature::is_monster(), is_mounted(), item::is_null(), Creature::is_player(), is_quiet(), m_bad, m_debug, m_good, m_info, m_neutral, monster::made_of(), martial_arts_data, melee_message(), melee_special_effects(), melee::melee_stats, melee_train(), mapgen_defer::message, MF_RIDEABLE_MECH, Creature::mod_moves(), mod_stamina(), mounted_creature, move_cost(), damage_instance::mult_damage(), name, string_id< T >::obj(), on_hit(), one_in(), perform_special_attacks(), perform_technique(), pick_technique(), player_hit_message(), Creature::pos(), pos(), primary_weapon(), reach_attacking, item::reach_range(), rng(), roll_all_damage(), roll_remainder(), scored_crit(), skill_melee, mattack::smash_specific(), sounds::sound(), stumble(), tec_none, dealt_damage_instance::total_damage(), trait_DEFT, trait_POISONOUS, trait_POISONOUS2, dealt_damage_instance::type_damage(), used_weapon(), and item::weight().

Referenced by block_hit(), npc::execute_action(), monexamine::mfriend_menu(), avatar_action::move(), npc::move_to(), game::npc_menu(), on_dodge(), perform_technique(), monexamine::pet_menu(), and reach_attack().

◆ melee_special_effects()

std::string Character::melee_special_effects ( Creature t,
damage_instance d,
item weap 
)

Handles combat effects, returns a string of any valid combat effect messages.

Strength increases chance of breaking glass weapons (NEGATIVE)

Definition at line 1847 of file melee.cpp.

1848{
1849 std::string dump;
1850
1851 std::string target = t.disp_name();
1852
1853 const bionic_id bio_shock( "bio_shock" );
1855 ( !is_armed() || primary_weapon().conductive() ) ) {
1857 d.add_damage( DT_ELECTRIC, rng( 2, 10 ) );
1858
1859 if( is_player() ) {
1860 dump += string_format( _( "You shock %s." ), target ) + "\n";
1861 } else {
1862 add_msg_if_npc( _( "<npcname> shocks %s." ), target );
1863 }
1864 }
1865
1866 const bionic_id bio_heat_absorb( "bio_heat_absorb" );
1867 if( has_active_bionic( bio_heat_absorb ) && !is_armed() && t.is_warm() ) {
1869 d.add_damage( DT_COLD, 3 );
1870 if( is_player() ) {
1871 dump += string_format( _( "You drain %s's body heat." ), target ) + "\n";
1872 } else {
1873 add_msg_if_npc( _( "<npcname> drains %s's body heat!" ), target );
1874 }
1875 }
1876
1877 if( primary_weapon().has_flag( "FLAMING" ) ) {
1878 d.add_damage( DT_HEAT, rng( 1, 8 ) );
1879
1880 if( is_player() ) {
1881 dump += string_format( _( "You burn %s." ), target ) + "\n";
1882 } else {
1883 add_msg_player_or_npc( _( "<npcname> burns %s." ), target );
1884 }
1885 }
1886
1887 //Hurting the wielder from poorly-chosen weapons
1888 if( weap.has_flag( "HURT_WHEN_WIELDED" ) && x_in_y( 2, 3 ) ) {
1889 add_msg_if_player( m_bad, _( "The %s cuts your hand!" ), weap.tname() );
1890 deal_damage( nullptr, bodypart_id( "hand_r" ), damage_instance::physical( 0,
1891 weap.damage_melee( DT_CUT ), 0 ) );
1892 if( weap.is_two_handed( *this ) ) { // Hurt left hand too, if it was big
1893 deal_damage( nullptr, bodypart_id( "hand_l" ), damage_instance::physical( 0,
1894 weap.damage_melee( DT_CUT ), 0 ) );
1895 }
1896 }
1897
1898 const int vol = weap.volume() / 250_ml;
1899 // Glass weapons shatter sometimes
1900 if( weap.made_of( material_id( "glass" ) ) &&
1901 /** @EFFECT_STR increases chance of breaking glass weapons (NEGATIVE) */
1902 rng( 0, vol + 8 ) < vol + str_cur ) {
1903 if( is_player() ) {
1904 dump += string_format( _( "Your %s shatters!" ), weap.tname() ) + "\n";
1905 } else {
1906 add_msg_player_or_npc( m_bad, _( "Your %s shatters!" ),
1907 _( "<npcname>'s %s shatters!" ),
1908 weap.tname() );
1909 }
1910
1911 sounds::sound( pos(), 16, sounds::sound_t::combat, "Crack!", true, "smash_success",
1912 "smash_glass_contents" );
1913 // Dump its contents on the ground
1914 weap.contents.spill_contents( pos() );
1915 // Take damage
1916 deal_damage( nullptr, bodypart_id( "arm_r" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1917 0 ) );
1918 if( weap.is_two_handed( *this ) ) { // Hurt left arm too, if it was big
1919 //redeclare shatter_dam because deal_damage mutates it
1920 deal_damage( nullptr, bodypart_id( "arm_l" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1921 0 ) );
1922 }
1923 d.add_damage( DT_CUT, rng( 0, 5 + static_cast<int>( vol * 1.5 ) ) ); // Hurt the monster extra
1924 remove_weapon();
1925 }
1926
1927 if( !t.is_hallucination() ) {
1928 handle_melee_wear( weap );
1929 }
1930
1931 // on-hit effects for martial arts
1932 martial_arts_data->ma_onhit_effects( *this );
1933
1934 return dump;
1935}
item remove_weapon()
Definition: character.cpp:2500
virtual bool is_warm() const
Definition: creature.cpp:967
int damage_melee(damage_type dt) const
Damage of given type caused when this item is used as melee weapon.
Definition: item.cpp:5188
static const bionic_id bio_shock("bio_shock")
static const bionic_id bio_heat_absorb("bio_heat_absorb")

References _, damage_instance::add_damage(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bio_heat_absorb, bio_shock, sounds::combat, item::contents, item::damage_melee(), deal_damage(), Creature::disp_name(), DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, get_power_level(), handle_melee_wear(), has_active_bionic(), Creature::has_flag(), item::has_flag(), is_armed(), Creature::is_hallucination(), Creature::is_player(), item::is_two_handed(), Creature::is_warm(), m_bad, item::made_of(), martial_arts_data, mod_power_level(), damage_instance::physical(), pos(), bionic_data::power_trigger, primary_weapon(), remove_weapon(), rng(), sounds::sound(), item_contents::spill_contents(), str_cur, string_format(), item::tname(), item::volume(), and x_in_y().

Referenced by melee_attack().

◆ mend()

void Character::mend ( int  rate_multiplier)

Handles the chance for broken limbs to spontaneously heal to 1 HP.

Definition at line 1578 of file suffer.cpp.

1579{
1580 // Wearing splints can slowly mend a broken limb back to 1 hp.
1581 bool any_broken = false;
1582 for( const bodypart_id &bp : get_all_body_parts() ) {
1583 if( is_limb_broken( bp ) ) {
1584 any_broken = true;
1585 break;
1586 }
1587 }
1588
1589 if( !any_broken ) {
1590 return;
1591 }
1592
1593 double healing_factor = 1.0;
1594 // Studies have shown that alcohol and tobacco use delay fracture healing time
1595 // Being under effect is 50% slowdown
1596 // Being addicted but not under effect scales from 25% slowdown to 75% slowdown
1597 // The improvement from being intoxicated over withdrawal is intended
1598 if( has_effect( effect_cig ) ) {
1599 healing_factor *= 0.5;
1600 } else {
1601 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::CIG ) );
1602 }
1603
1604 if( has_effect( effect_drunk ) ) {
1605 healing_factor *= 0.5;
1606 } else {
1607 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::ALCOHOL ) );
1608 }
1609
1610 if( get_rad() > 0 && !has_trait( trait_RADIOGENIC ) ) {
1611 healing_factor *= clamp( ( 1000.0f - get_rad() ) / 1000.0f, 0.0f, 1.0f );
1612 }
1613
1614 // Bed rest speeds up mending
1615 if( has_effect( effect_sleep ) ) {
1616 healing_factor *= 4.0;
1617 } else if( get_fatigue() > fatigue_levels::dead_tired ) {
1618 // but being dead tired does not...
1619 healing_factor *= 0.75;
1620 } else {
1621 // If not dead tired, resting without sleep also helps
1622 healing_factor *= 1.0f + rest_quality();
1623 }
1624
1625 // Being healthy helps.
1626 healing_factor *= 1.0f + get_healthy() / 200.0f;
1627
1628 // Very hungry starts lowering the chance
1629 // square rooting the value makes the numbers drop off faster when below 1
1630 healing_factor *= std::sqrt( static_cast<float>( get_stored_kcal() ) / static_cast<float>
1631 ( max_stored_kcal() ) );
1632 // Similar for thirst - starts at very thirsty, drops to 0 at parched
1633 healing_factor *= 1.0f - clamp( 1.0f * ( get_thirst() - thirst_levels::very_thirsty ) /
1634 +thirst_levels::parched, 0.0f, 1.0f );
1635
1636 // Mutagenic healing factor!
1637 bool needs_splint = true;
1638
1639 healing_factor *= mutation_value( "mending_modifier" );
1640
1641 if( has_trait( trait_REGEN_LIZ ) ) {
1642 needs_splint = false;
1643 }
1644
1645 add_msg( m_debug, "Limb mend healing factor: %.2f", healing_factor );
1646 if( healing_factor <= 0.0f ) {
1647 // The section below assumes positive healing rate
1648 return;
1649 }
1650
1651 for( const bodypart_id &bp : get_all_body_parts() ) {
1652 const bool broken = is_limb_broken( bp );
1653 if( !broken ) {
1654 continue;
1655 }
1656
1657 if( needs_splint && !worn_with_flag( flag_SPLINT, bp ) ) {
1658 continue;
1659 }
1660
1661 const time_duration dur_inc = 1_turns * roll_remainder( rate_multiplier * healing_factor );
1662 auto &eff = get_effect( effect_mending, bp->token );
1663 if( eff.is_null() ) {
1664 add_effect( effect_mending, dur_inc, bp->token );
1665 continue;
1666 }
1667
1668 eff.set_duration( eff.get_duration() + dur_inc );
1669
1670 if( eff.get_duration() >= eff.get_max_duration() ) {
1671 set_part_hp_cur( bp, 1 );
1672 remove_effect( effect_mending, bp->token );
1673 g->events().send<event_type::broken_bone_mends>( getID(), bp->token );
1674 //~ %s is bodypart
1675 add_msg_if_player( m_good, _( "Your %s has started to mend!" ),
1676 body_part_name( bp ) );
1677 }
1678 }
1679}
float rest_quality() const
Returns >0 if character is sitting/lying and relatively inactive.
Definition: character.cpp:6428
int addiction_level(add_type type) const
Returns the intensity of the specified addiction.
Definition: suffer.cpp:1934
@ broken
Definition: enums.h:330
static const efftype_id effect_drunk("drunk")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const efftype_id effect_cig("cig")
static const efftype_id effect_sleep("sleep")
static const std::string flag_SPLINT("SPLINT")
static float addiction_scaling(float at_min, float at_max, float add_lvl)
Definition: suffer.cpp:174
static const efftype_id effect_mending("mending")
static const trait_id trait_RADIOGENIC("RADIOGENIC")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), addiction_level(), addiction_scaling(), ALCOHOL, body_part_name(), broken, broken_bone_mends, CIG, clamp(), dead_tired, effect_cig, effect_drunk, effect_mending, effect_sleep, flag_SPLINT(), g, Creature::get_all_body_parts(), Creature::get_effect(), get_fatigue(), get_healthy(), get_rad(), get_stored_kcal(), get_thirst(), getID(), Creature::has_effect(), has_trait(), is_limb_broken(), m_debug, m_good, max_stored_kcal(), mutation_value(), parched, Creature::remove_effect(), rest_quality(), roll_remainder(), Creature::set_part_hp_cur(), trait_RADIOGENIC, trait_REGEN_LIZ, very_thirsty, and worn_with_flag().

Referenced by update_body().

◆ metabolic_rate()

float Character::metabolic_rate ( ) const

Current metabolic rate due to traits, hunger, speed, etc.

Definition at line 612 of file consumption.cpp.

613{
614 return metabolic_rate_base();
615}

References metabolic_rate_base().

Referenced by calc_needs_rates().

◆ metabolic_rate_base()

float Character::metabolic_rate_base ( ) const

Stable base metabolic rate due to traits.

Definition at line 599 of file consumption.cpp.

600{
601 static const std::string hunger_rate_string( "PLAYER_HUNGER_RATE" );
602 static const std::string metabolism_modifier( "metabolism_modifier" );
603
604 float hunger_rate = get_option< float >( hunger_rate_string );
605 float mut_bonus = 1.0f + mutation_value( metabolism_modifier );
606 float with_mut = hunger_rate * mut_bonus;
607 float ench_bonus = bonus_from_enchantments( with_mut, enchant_vals::mod::METABOLISM );
608
609 return std::max( 0.0f, with_mut + ench_bonus );
610}

References bonus_from_enchantments(), enchant_vals::METABOLISM, and mutation_value().

Referenced by bmr(), and metabolic_rate().

◆ mod_base_age()

void Character::mod_base_age ( int  mod)

Definition at line 6768 of file character.cpp.

6769{
6770 init_age += mod;
6771}

References init_age.

Referenced by set_description().

◆ mod_base_height()

void Character::mod_base_height ( int  mod)

Definition at line 6797 of file character.cpp.

6798{
6799 init_height += mod;
6800}

References init_height.

Referenced by set_description().

◆ mod_dex_bonus()

void Character::mod_dex_bonus ( int  ndex)
virtual

◆ mod_fatigue()

◆ mod_healthy()

void Character::mod_healthy ( int  nhealthy)
virtual

Modifiers for health values exclusive to characters.

Definition at line 4252 of file character.cpp.

4253{
4254 float mut_rate = 1.0f;
4255 for( const trait_id &mut : get_mutations() ) {
4256 mut_rate *= mut.obj().healthy_rate;
4257 }
4258 healthy += nhealthy * mut_rate;
4259}

References get_mutations(), and healthy.

Referenced by iuse::adrenaline_injector(), mod_stat(), process_one_effect(), spell_effect::recover_energy(), and update_health().

◆ mod_healthy_mod()

void Character::mod_healthy_mod ( int  nhealthy_mod,
int  cap 
)
virtual

Definition at line 4264 of file character.cpp.

4265{
4266 // TODO: This really should be a full morale-like system, with per-effect caps
4267 // and durations. This version prevents any single effect from exceeding its
4268 // intended ceiling, but multiple effects will overlap instead of adding.
4269
4270 // Cap indicates how far the mod is allowed to shift in this direction.
4271 // It can have a different sign to the mod, e.g. for items that treat
4272 // extremely low health, but can't make you healthy.
4273 if( nhealthy_mod == 0 || cap == 0 ) {
4274 return;
4275 }
4276 int low_cap;
4277 int high_cap;
4278 if( nhealthy_mod < 0 ) {
4279 low_cap = cap;
4280 high_cap = 200;
4281 } else {
4282 low_cap = -200;
4283 high_cap = cap;
4284 }
4285
4286 // If we're already out-of-bounds, we don't need to do anything.
4287 if( ( healthy_mod <= low_cap && nhealthy_mod < 0 ) ||
4288 ( healthy_mod >= high_cap && nhealthy_mod > 0 ) ) {
4289 return;
4290 }
4291
4292 healthy_mod += nhealthy_mod;
4293
4294 // Since we already bailed out if we were out-of-bounds, we can
4295 // just clamp to the boundaries here.
4296 healthy_mod = std::min( healthy_mod, high_cap );
4297 healthy_mod = std::max( healthy_mod, low_cap );
4298}

References healthy_mod.

Referenced by addict_effect(), iuse::blech(), check_needs_extremes(), consume_effects(), hardcoded_effects(), modify_health(), iuse::mycus(), iuse::plantblech(), process_one_effect(), rooted(), suffer_from_bad_bionics(), suffer_from_other_mutations(), update_health(), and iuse::vaccine().

◆ mod_int_bonus()

void Character::mod_int_bonus ( int  nint)
virtual

◆ mod_max_power_level()

void Character::mod_max_power_level ( const units::energy npower_max)

Definition at line 1922 of file character.cpp.

1923{
1924 max_power_level += npower_max;
1925}

References max_power_level.

Referenced by add_bionic(), perform_uninstall(), and uninstall_bionic().

◆ mod_pain()

void Character::mod_pain ( int  npain)
overridevirtual

Modifies a pain value by player traits before passing it to Creature::mod_pain()

Reimplemented from Creature.

Definition at line 755 of file character.cpp.

756{
757 if( npain > 0 ) {
759 return;
760 }
761 // always increase pain gained by one from these bad mutations
762 if( has_trait( trait_MOREPAIN ) ) {
763 npain += std::max( 1, roll_remainder( npain * 0.25 ) );
764 } else if( has_trait( trait_MOREPAIN2 ) ) {
765 npain += std::max( 1, roll_remainder( npain * 0.5 ) );
766 } else if( has_trait( trait_MOREPAIN3 ) ) {
767 npain += std::max( 1, roll_remainder( npain * 1.0 ) );
768 }
769
770 if( npain > 1 ) {
771 // if it's 1 it'll just become 0, which is bad
773 npain = roll_remainder( npain * 0.5 );
774 } else if( has_trait( trait_PAINRESIST ) ) {
775 npain = roll_remainder( npain * 0.67 );
776 }
777 }
778 }
779 Creature::mod_pain( npain );
780}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_MOREPAIN("MORE_PAIN")
static const trait_id trait_PAINRESIST_TROGLO("PAINRESIST_TROGLO")
static const trait_id trait_MOREPAIN2("MORE_PAIN2")
static const trait_id trait_PAINRESIST("PAINRESIST")
static const trait_id trait_MOREPAIN3("MORE_PAIN3")
virtual void mod_pain(int npain)
Definition: creature.cpp:1367

References effect_narcosis, Creature::has_effect(), has_trait(), Creature::mod_pain(), roll_remainder(), trait_MOREPAIN, trait_MOREPAIN2, trait_MOREPAIN3, trait_NOPAIN, trait_PAINRESIST, and trait_PAINRESIST_TROGLO.

Referenced by addict_effect(), iuse::antiparasitic(), apply_damage(), iexamine::autodoc(), iuse::blech(), iuse::blood_draw(), blood_magic(), burn_move_stamina(), activity_handlers::burrow_finish(), cauterize_actor::cauterize_effect(), debug_menu::character_edit_menu(), consume_effects(), eff_fun_bleed(), iuse::ehandcuffs(), game::find_or_make_stairs(), game::grabbed_furn_move(), game::grabbed_veh_move(), hardcoded_effects(), hurtall(), marloss_common(), game::mon_info_update(), iuse::mycus(), activity_handlers::pickaxe_finish(), map::player_in_field(), process_bionic(), process_one_effect(), sounds::process_sound_markers(), iuse::purify_iv(), iuse::purify_smart(), spell_effect::recover_energy(), regen(), suffer_from_bad_bionics(), suffer_from_chemimbalance(), suffer_from_sunburn(), suffer_without_sleep(), try_reject_mutagen(), update_needs(), mutagen_actor::use(), mutagen_iv_actor::use(), and iuse::vaccine().

◆ mod_painkiller()

void Character::mod_painkiller ( int  npkill)

◆ mod_per_bonus()

void Character::mod_per_bonus ( int  nper)
virtual

◆ mod_power_level()

void Character::mod_power_level ( const units::energy npower)

Definition at line 1910 of file character.cpp.

1911{
1912 // Remaining capacity between current and maximum power levels we can make use of.
1913 const units::energy remaining_capacity = get_max_power_level() - get_power_level();
1914 // We can't add more than remaining capacity, so get the minimum of the two
1915 const units::energy minned_npower = std::min( npower, remaining_capacity );
1916 // new candidate power level
1917 const units::energy new_power = get_power_level() + minned_npower;
1918 // set new power level while prevending it from going negative
1919 set_power_level( std::max( 0_kJ, new_power ) );
1920}

References get_max_power_level(), get_power_level(), and set_power_level().

Referenced by activate_bionic(), item::ammo_consume(), burn_fuel(), deactivate_bionic(), npc::discharge_cbm_weapon(), do_skill_rust(), iuse::ehandcuffs(), explosion_handler::emp_blast(), feed_furnace_with(), aim_activity_actor::finish(), iexamine::fireplace(), hack_attempt(), melee_special_effects(), modify_morale(), game::monmove(), on_hit(), game::on_move_effects(), passive_power_gen(), game::phasing_move(), process_bionic(), npc::recharge_cbm(), spell_effect::recover_energy(), mattack::riotbot(), activity_handlers::spellcasting_finish(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_while_underwater(), try_start_hacking(), character_funcs::try_uncanny_dodge(), update_stamina(), use_charges(), and use_fire().

◆ mod_rad()

void Character::mod_rad ( int  mod)

Definition at line 7058 of file character.cpp.

7059{
7060 if( has_trait_flag( "NO_RADIATION" ) ) {
7061 return;
7062 }
7063 set_rad( std::max( 0, get_rad() + mod ) );
7064}

References get_rad(), has_trait_flag(), and set_rad().

Referenced by irradiate(), game::process_artifact(), process_bionic(), process_one_effect(), regen(), and suffer_from_radiation().

◆ mod_skill_level()

void Character::mod_skill_level ( const skill_id ident,
int  delta 
)

Definition at line 3347 of file character.cpp.

3348{
3349 _skills->mod_skill_level( ident, delta );
3350}

References _skills.

Referenced by avatar::create(), npc::randomize(), and set_skills().

◆ mod_sleep_deprivation()

void Character::mod_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4441 of file character.cpp.

4442{
4443 set_sleep_deprivation( sleep_deprivation + nsleep_deprivation );
4444}

References set_sleep_deprivation(), and sleep_deprivation.

Referenced by update_needs().

◆ mod_stamina()

◆ mod_stat()

void Character::mod_stat ( const std::string &  stat,
float  modifier 
)
overridevirtual

Reimplemented from Creature.

Definition at line 537 of file character.cpp.

538{
539 if( stat == "str" ) {
540 mod_str_bonus( modifier );
541 } else if( stat == "dex" ) {
542 mod_dex_bonus( modifier );
543 } else if( stat == "per" ) {
544 mod_per_bonus( modifier );
545 } else if( stat == "int" ) {
546 mod_int_bonus( modifier );
547 } else if( stat == "healthy" ) {
548 mod_healthy( modifier );
549 } else if( stat == "kcal" ) {
550 mod_stored_kcal( modifier );
551 } else if( stat == "hunger" ) {
552 mod_stored_kcal( -10 * modifier );
553 } else if( stat == "thirst" ) {
554 mod_thirst( modifier );
555 } else if( stat == "fatigue" ) {
556 mod_fatigue( modifier );
557 } else if( stat == "oxygen" ) {
558 oxygen += modifier;
559 } else if( stat == "stamina" ) {
560 mod_stamina( modifier );
561 } else {
562 Creature::mod_stat( stat, modifier );
563 }
564}
virtual void mod_healthy(int nhealthy)
Modifiers for health values exclusive to characters.
Definition: character.cpp:4252
virtual void mod_stat(const std::string &stat, float modifier)
Definition: creature.cpp:1720

References mod_dex_bonus(), mod_fatigue(), mod_healthy(), mod_int_bonus(), mod_per_bonus(), mod_stamina(), Creature::mod_stat(), mod_stored_kcal(), mod_str_bonus(), mod_thirst(), and oxygen.

Referenced by apply_skill_boost(), shout(), and consume_drug_iuse::use().

◆ mod_stim()

void Character::mod_stim ( int  mod)

◆ mod_stored_kcal()

◆ mod_stored_nutr()

void Character::mod_stored_nutr ( int  nnutr)
virtual

◆ mod_str_bonus()

void Character::mod_str_bonus ( int  nstr)
virtual

◆ mod_thirst()

◆ modify_addiction()

void Character::modify_addiction ( const islot_comestible comest)

Used to apply addiction modifications from food and medication.

Definition at line 1049 of file consumption.cpp.

1050{
1051 add_addiction( comest.add, comest.addict );
1052 if( addiction_craving( comest.add ) != MORALE_NULL ) {
1053 rem_morale( addiction_craving( comest.add ) );
1054 }
1055}
morale_type addiction_craving(add_type const cur)
Definition: addiction.cpp:307
void add_addiction(add_type type, int strength)
Adds an addiction to the player.
Definition: suffer.cpp:1865
add_type add
effects of addiction
Definition: itype.h:142
int addict
addiction potential
Definition: itype.h:139

References islot_comestible::add, add_addiction(), islot_comestible::addict, addiction_craving(), MORALE_NULL, and rem_morale().

Referenced by consume_effects(), and consume_med().

◆ modify_fatigue()

void Character::modify_fatigue ( const islot_comestible comest)

Used to apply fatigue modifications from food and medication.

Definition at line 1039 of file consumption.cpp.

1040{
1041 mod_fatigue( -comest.fatigue_mod );
1042}
int fatigue_mod
fatigue altering effect
Definition: itype.h:148

References islot_comestible::fatigue_mod, and mod_fatigue().

Referenced by consume_effects(), and consume_med().

◆ modify_health()

void Character::modify_health ( const islot_comestible comest)

Used to apply health modifications from food and medication.

Definition at line 996 of file consumption.cpp.

997{
998 const int effective_health = comest.healthy;
999 // Effectively no cap on health modifiers from food and meds
1000 const int health_cap = 200;
1001 mod_healthy_mod( effective_health, effective_health >= 0 ? health_cap : -health_cap );
1002}
int healthy
TODO: add documentation.
Definition: itype.h:157

References islot_comestible::healthy, and mod_healthy_mod().

Referenced by consume_effects(), and consume_med().

◆ modify_morale()

void Character::modify_morale ( item food,
int  nutr = 0 
)

Used to apply morale modifications from food and medication.

Definition at line 1057 of file consumption.cpp.

1058{
1059 time_duration morale_time = 2_hours;
1060 if( food.has_flag( flag_EATEN_HOT ) ) {
1061 auto heater = find_food_heater( *this, crafting_inventory(),
1062 get_map().has_nearby_fire( pos(), PICKUP_RANGE ) );
1063 if( heater && heater->consume( *this ) ) {
1065 _( "You heat up your %1$s using the %2$s." ),
1066 _( "<npcname> heats up their %1$s using the %2$s." ),
1067 food.tname(), heater->it.tname() );
1068 morale_time = 3_hours;
1069 int clamped_nutr = std::max( 5, std::min( 20, nutr / 10 ) );
1070 add_morale( MORALE_FOOD_HOT, clamped_nutr, 20, morale_time, morale_time / 2 );
1071 }
1072 }
1073
1074 std::pair<int, int> fun = fun_for( food );
1075 if( fun.first < 0 ) {
1077 get_power_level() > units::from_kilojoule( -fun.first ) ) {
1078 mod_power_level( units::from_kilojoule( std::min( 0, fun_for( food ).first ) ) );
1079 } else {
1080 add_morale( MORALE_FOOD_BAD, fun.first, fun.second, morale_time, morale_time / 2, false,
1081 food.type );
1082 }
1083 } else if( fun.first > 0 ) {
1084 add_morale( MORALE_FOOD_GOOD, fun.first, fun.second, morale_time, morale_time / 2, false,
1085 food.type );
1086 }
1087
1088 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
1089 if( has_trait( trait_SPIRITUAL ) ) {
1090 add_morale( MORALE_FOOD_GOOD, 36, 72, 2_hours, 1_hours, false );
1091 } else {
1092 add_morale( MORALE_FOOD_GOOD, 18, 36, 1_hours, 30_minutes, false );
1093 }
1094 }
1095
1096 if( food.has_flag( flag_CANNIBALISM ) ) {
1097 const bool cannibal = has_trait( trait_CANNIBAL );
1098 const bool psycho = has_trait( trait_PSYCHOPATH );
1099 const bool sapiovore = has_trait( trait_SAPIOVORE );
1100 if( cannibal ) {
1101 add_msg_if_player( m_good, _( "You indulge your shameful hunger." ) );
1102 add_morale( MORALE_CANNIBAL, 20, 200 );
1103 } else if( psycho || sapiovore ) {
1104 // Nothing - doesn't care enough to print a message
1105 } else {
1106 add_msg_if_player( m_bad, _( "You feel horrible for eating a person." ) );
1107 add_morale( MORALE_CANNIBAL, -60, -400, 60_minutes, 30_minutes );
1108 }
1109 }
1110
1111 // Allergy check for food that is ingested (not gum)
1112 if( !food.has_flag( "NO_INGEST" ) ) {
1113 const auto allergy = allergy_type( food );
1114 if( allergy != MORALE_NULL ) {
1115 add_msg_if_player( m_bad, _( "Yuck! How can anybody eat this stuff?" ) );
1116 add_morale( allergy, -75, -400, 30_minutes, 24_minutes );
1117 }
1118 if( food.has_flag( flag_ALLERGEN_JUNK ) ) {
1119 if( has_trait( trait_PROJUNK ) ) {
1120 add_msg_if_player( m_good, _( "Mmm, junk food." ) );
1121 add_morale( MORALE_SWEETTOOTH, 5, 30, 30_minutes, 24_minutes );
1122 }
1123 if( has_trait( trait_PROJUNK2 ) ) {
1124 if( !one_in( 100 ) ) {
1125 add_msg_if_player( m_good, _( "When life's got you down, there's always sugar." ) );
1126 } else {
1127 add_msg_if_player( m_good, _( "They may do what they must… you've already won." ) );
1128 }
1129 add_morale( MORALE_SWEETTOOTH, 10, 50, 1_hours, 50_minutes );
1130 }
1131 // Carnivores CAN eat junk food, but they won't like it much.
1132 // Pizza-scraping happens in consume_effects.
1134 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1135 add_morale( MORALE_NO_DIGEST, -25, -125, 30_minutes, 24_minutes );
1136 }
1137 }
1138 }
1139 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
1141 if( !food.rotten() && chew && has_trait( trait_SAPROPHAGE ) ) {
1142 // It's OK to *drink* things that haven't rotted. Alternative is to ban water. D:
1143 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1144 add_morale( MORALE_NO_DIGEST, -75, -400, 30_minutes, 24_minutes );
1145 }
1146 if( food.has_flag( flag_URSINE_HONEY ) && ( !crossed_threshold() ||
1148 mutation_category_level["URSINE"] > 40 ) {
1149 // Need at least 5 bear mutations for effect to show, to filter out mutations in common with other categories
1150 int honey_fun = has_trait( trait_THRESH_URSINE ) ?
1151 std::min( mutation_category_level["URSINE"] / 8, 20 ) :
1152 mutation_category_level["URSINE"] / 12;
1153 if( honey_fun < 10 ) {
1154 add_msg_if_player( m_good, _( "You find the sweet taste of honey surprisingly palatable." ) );
1155 } else {
1156 add_msg_if_player( m_good, _( "You feast upon the sweet honey." ) );
1157 }
1158 add_morale( MORALE_HONEY, honey_fun, 100 );
1159 }
1160}
morale_type allergy_type(const item &food) const
Returns allergy type or MORALE_NULL if not allergic for this character.
std::pair< int, int > fun_for(const item &comest) const
Handles the enjoyability value for a comestible.
static const bionic_id bio_taste_blocker("bio_taste_blocker")
static const trait_id trait_THRESH_URSINE("THRESH_URSINE")
static const std::string flag_URSINE_HONEY("URSINE_HONEY")
static std::optional< prepared_item_consumption > find_food_heater(Character &c, const inventory &inv, bool has_fire)
static const std::string flag_CANNIBALISM("CANNIBALISM")
static const trait_id trait_SAPIOVORE("SAPIOVORE")
static const trait_id trait_PSYCHOPATH("PSYCHOPATH")
static const trait_id trait_PROJUNK("PROJUNK")
static const trait_id trait_SPIRITUAL("SPIRITUAL")
static const std::string flag_EATEN_HOT("EATEN_HOT")
static const trait_id trait_CANNIBAL("CANNIBAL")
const morale_type MORALE_HONEY("morale_honey")
const morale_type MORALE_SWEETTOOTH("morale_sweettooth")
const morale_type MORALE_NO_DIGEST("morale_no_digest")
const morale_type MORALE_FOOD_HOT("morale_food_hot")
const morale_type MORALE_FOOD_GOOD("morale_food_good")
const morale_type MORALE_CANNIBAL("morale_cannibal")
const morale_type MORALE_FOOD_BAD("morale_food_bad")

References _, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), allergy, allergy_type(), bio_taste_blocker, iuse::chew(), comesttype_FOOD(), crafting_inventory(), crossed_threshold(), find_food_heater(), flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_EATEN_HOT(), flag_HIDDEN_HALLU(), flag_URSINE_HONEY(), flag_USE_EAT_VERB(), units::from_kilojoule(), fun_for(), item::get_comestible(), get_map(), get_power_level(), has_active_bionic(), item::has_flag(), has_trait(), m_bad, m_good, mod_power_level(), MORALE_CANNIBAL, MORALE_FOOD_BAD, MORALE_FOOD_GOOD, MORALE_FOOD_HOT, MORALE_HONEY, MORALE_NO_DIGEST, MORALE_NULL, MORALE_SWEETTOOTH, mutation_category_level, one_in(), PICKUP_RANGE, pos(), item::rotten(), item::tname(), trait_CANNIBAL, trait_CARNIVORE, trait_PROJUNK, trait_PROJUNK2, trait_PSYCHOPATH, trait_SAPIOVORE, trait_SAPROPHAGE, trait_SPIRITUAL, trait_THRESH_URSINE, and item::type.

Referenced by consume_effects(), and consume_med().

◆ modify_radiation()

void Character::modify_radiation ( const islot_comestible comest)

Used to apply radiation from food and medication.

Definition at line 1044 of file consumption.cpp.

1045{
1046 irradiate( comest.radiation );
1047}
int radiation
Amount of radiation you get from this comestible.
Definition: itype.h:163

References irradiate(), and islot_comestible::radiation.

Referenced by consume_effects(), and consume_med().

◆ modify_stimulation()

void Character::modify_stimulation ( const islot_comestible comest)

Used to apply stimulation modifications from food and medication.

Definition at line 1004 of file consumption.cpp.

1005{
1006 const int current_stim = get_stim();
1007 if( comest.stim != 0 &&
1008 ( std::abs( current_stim ) < ( std::abs( comest.stim ) * 3 ) ||
1009 sgn( current_stim ) != sgn( comest.stim ) ) ) {
1010 if( comest.stim < 0 ) {
1011 set_stim( std::max( comest.stim * 3, current_stim + comest.stim ) );
1012 } else {
1013 set_stim( std::min( comest.stim * 3, current_stim + comest.stim ) );
1014 }
1015 }
1016 if( has_trait( trait_STIMBOOST ) && ( current_stim > 30 ) &&
1017 ( ( comest.add == add_type::CAFFEINE ) || ( comest.add == add_type::SPEED ) ||
1018 ( comest.add == add_type::COKE ) || ( comest.add == add_type::CRACK ) ) ) {
1019 int hallu_duration = ( current_stim - comest.stim < 30 ) ? current_stim - 30 : comest.stim;
1020 add_effect( effect_visuals, hallu_duration * 30_minutes );
1021 std::vector<std::string> stimboost_msg{ _( "The shadows are getting ever closer." ),
1022 _( "You have a bad feeling about this." ),
1023 _( "A powerful sense of dread comes over you." ),
1024 _( "Your skin starts crawling." ),
1025 _( "They're coming to get you." ),
1026 _( "This might've been a bad idea…" ),
1027 _( "You've really done it this time, haven't you?" ),
1028 _( "You have to stay vigilant. They're always watching…" ),
1029 _( "mistake mistake mistake mistake mistake" ),
1030 _( "Just gotta stay calm, and you'll make it through this." ),
1031 _( "You're starting to feel very jumpy." ),
1032 _( "Something is twitching at the edge of your vision." ),
1033 _( "They know what you've done…" ),
1034 _( "You're feeling even more paranoid than usual." ) };
1035 add_msg_if_player( m_bad, random_entry_ref( stimboost_msg ) );
1036 }
1037}
static const efftype_id effect_visuals("visuals")
static const trait_id trait_STIMBOOST("STIMBOOST")
constexpr int sgn(const T x)
Definition: enums.h:8
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149
int stim
stimulant effect
Definition: itype.h:145

References _, islot_comestible::add, Creature::add_effect(), Creature::add_msg_if_player(), CAFFEINE, COKE, CRACK, effect_visuals, get_stim(), has_trait(), m_bad, random_entry_ref(), set_stim(), sgn(), SPEED, islot_comestible::stim, and trait_STIMBOOST.

Referenced by consume_effects(), and consume_med().

◆ mount_creature()

void Character::mount_creature ( monster z)

Definition at line 959 of file character.cpp.

960{
961 tripoint pnt = z.pos();
962 shared_ptr_fast<monster> mons = g->shared_from( z );
963 if( mons == nullptr ) {
964 add_msg( m_debug, "mount_creature(): monster not found in critter_tracker" );
965 return;
966 }
967 add_effect( effect_riding, 1_turns, num_bp );
968 z.add_effect( effect_ridden, 1_turns, num_bp );
969 if( z.has_effect( effect_tied ) ) {
971 if( z.tied_item ) {
972 i_add( *z.tied_item );
973 z.tied_item.reset();
974 }
975 }
977 if( z.has_effect( effect_harnessed ) ) {
979 add_msg_if_player( m_info, _( "You remove the %s's harness." ), z.get_name() );
980 }
981 mounted_creature = mons;
982 mons->mounted_player = this;
983 if( is_avatar() ) {
984 if( g->u.is_hauling() ) {
985 g->u.stop_hauling();
986 }
987 if( g->u.get_grab_type() != OBJECT_NONE ) {
988 add_msg( m_warning, _( "You let go of the grabbed object." ) );
989 g->u.grab( OBJECT_NONE );
990 }
991 g->place_player( pnt );
992 } else {
993 npc &guy = dynamic_cast<npc &>( *this );
994 guy.setpos( pnt );
995 }
996 z.facing = facing;
997 add_msg_if_player( m_good, _( "You climb on the %s." ), z.get_name() );
998 if( z.has_flag( MF_RIDEABLE_MECH ) ) {
999 if( !z.type->mech_weapon.is_empty() ) {
1000 item mechwep = item( z.type->mech_weapon );
1001 wield( mechwep );
1002 }
1003 add_msg_if_player( m_good, _( "You hear your %s whir to life." ), z.get_name() );
1004 }
1005 // some rideable mechs have night-vision
1007 mod_moves( -100 );
1008}
static const efftype_id effect_tied("tied")
static const efftype_id effect_harnessed("harnessed")
FacingDirection facing
return the direction the creature is facing, for sdl horizontal flip
Definition: creature.h:135
cata::value_ptr< item > tied_item
Definition: monster.h:460
std::string get_name() const override
Definition: monster.cpp:488
void setpos(const tripoint &pos) override
Note: this places NPC on a given position in CURRENT MAP coordinates.
Definition: npc.cpp:689
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16

References _, Creature::add_effect(), monster::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_harnessed, effect_ridden, effect_riding, effect_tied, Creature::facing, g, monster::get_name(), getID(), Creature::has_effect(), monster::has_flag(), i_add(), Creature::is_avatar(), string_id< T >::is_empty(), m_debug, m_good, m_info, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player_id, num_bp, OBJECT_NONE, monster::pos(), recalc_sight_limits(), Creature::remove_effect(), npc::setpos(), monster::tied_item, monster::type, and wield().

Referenced by activity_handlers::find_mount_do_turn(), and monexamine::mount_pet().

◆ move_effects()

bool Character::move_effects ( bool  attacking)
overridevirtual

Processes effects which may prevent the Character from moving (bear traps, crushed, etc.).

Returns false if movement is stopped.

Strength increases chance to escape pit Dexterity increases chance to escape pit, slightly

Implements Creature.

Definition at line 1461 of file character.cpp.

1462{
1463 if( has_effect( effect_downed ) ) {
1464 try_remove_downed( *this );
1465 return false;
1466 }
1467 if( has_effect( effect_webbed ) ) {
1468 try_remove_webs( *this );
1469 return false;
1470 }
1471 if( has_effect( effect_lightsnare ) ) {
1472 try_remove_lightsnare( *this );
1473 return false;
1474
1475 }
1476 if( has_effect( effect_heavysnare ) ) {
1477 try_remove_heavysnare( *this );
1478 return false;
1479 }
1480 if( has_effect( effect_beartrap ) ) {
1481 try_remove_bear_trap( *this );
1482 return false;
1483 }
1484 if( has_effect( effect_crushed ) ) {
1485 try_remove_crushed( *this );
1486 return false;
1487 }
1488 // Below this point are things that allow for movement if they succeed
1489
1490 // Currently we only have one thing that forces movement if you succeed, should we get more
1491 // than this will need to be reworked to only have success effects if /all/ checks succeed
1492 if( has_effect( effect_in_pit ) ) {
1493 /** @EFFECT_STR increases chance to escape pit */
1494
1495 /** @EFFECT_DEX increases chance to escape pit, slightly */
1496 if( rng( 0, 40 ) > get_str() + get_dex() / 2 ) {
1497 add_msg_if_player( m_bad, _( "You try to escape the pit, but slip back in." ) );
1498 return false;
1499 } else {
1500 add_msg_player_or_npc( m_good, _( "You escape the pit!" ),
1501 _( "<npcname> escapes the pit!" ) );
1503 }
1504 }
1505 if( has_effect( effect_grabbed ) && !attacking && !try_remove_grab( *this ) ) {
1506 // NOLINTNEXTLINE(readability-simplify-boolean-expr)
1507 return false;
1508 }
1509 return true;
1510}
static void try_remove_lightsnare(Character &c)
Definition: character.cpp:1311
static void try_remove_crushed(Character &c)
Definition: character.cpp:1371
static const efftype_id effect_crushed("crushed")
static void try_remove_heavysnare(Character &c)
Definition: character.cpp:1340
static void try_remove_bear_trap(Character &c)
Definition: character.cpp:1275
static void try_remove_webs(Character &c)
Definition: character.cpp:1441
static bool try_remove_grab(Character &c)
Definition: character.cpp:1385
static const efftype_id effect_webbed("webbed")
static const efftype_id effect_in_pit("in_pit")
static void try_remove_downed(Character &c)
Definition: character.cpp:1260

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), effect_beartrap, effect_crushed, effect_downed, effect_grabbed, effect_heavysnare, effect_in_pit, effect_lightsnare, effect_webbed, get_dex(), get_str(), Creature::has_effect(), m_bad, m_good, Creature::remove_effect(), rng(), try_remove_bear_trap(), try_remove_crushed(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by avatar_action::move(), npc::move_to(), and game::vertical_move().

◆ movement_mode_is()

bool Character::movement_mode_is ( character_movemode  mode) const

Check against the character's current movement mode.

Definition at line 1545 of file character.cpp.

1546{
1547 return move_mode == mode;
1548}

References move_mode.

Referenced by map::build_vision_transparency_cache(), avatar::cycle_move_mode(), draw_health_classic(), avatar_action::move(), move_mode_color(), move_mode_string(), game::on_move_effects(), Creature::sees(), game::vertical_move(), and game::walk_move().

◆ mut_cbm_encumb()

void Character::mut_cbm_encumb ( char_encumbrance_data vals) const
protected

Applies encumbrance from mutations and bionics only.

Definition at line 4027 of file character.cpp.

4028{
4029
4030 for( const bionic_id &bid : get_bionics() ) {
4031 for( const std::pair<const bodypart_str_id, int> &element : bid->encumbrance ) {
4032 vals.elems[element.first->token].encumbrance += element.second;
4033 }
4034 }
4035
4037 for( auto &val : vals.elems ) {
4038 val.encumbrance += 3; // Slight encumbrance to all parts except eyes
4039 }
4040 vals.elems[bp_eyes].encumbrance -= 3;
4041 }
4042
4043 // Lower penalty for bps covered only by XL armor
4044 const auto oversize = exclusive_flag_coverage( flag_OVERSIZE );
4045 for( const trait_id &mut : get_mutations() ) {
4046 apply_mut_encumbrance( vals, mut, oversize );
4047 }
4048}
static const bionic_id bio_shock_absorber("bio_shock_absorber")
static void apply_mut_encumbrance(char_encumbrance_data &vals, const trait_id &mut, const body_part_set &oversize)
Definition: character.cpp:4012

References apply_mut_encumbrance(), bio_shock_absorber, bp_eyes, char_encumbrance_data::elems, exclusive_flag_coverage(), flag_OVERSIZE(), get_bionics(), get_mutations(), and has_active_bionic().

Referenced by calc_encumbrance().

◆ mutate()

void Character::mutate ( )

Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way.

Definition at line 820 of file mutation.cpp.

821{
822 if( get_option<bool>( "BALANCED_MUTATIONS" ) ) {
824 if( !mutagen ) {
825 return;
826 }
827 float mut_power = to_turns<float>( mutagen.get_duration() ) / to_turns<float>
828 ( mutagen.get_int_dur_factor() );
829 add_msg_if_player( m_debug, "Mutation accumulation: %.1f", mut_power );
830 while( mut_power > 1 || roll_remainder( mut_power ) > 0 ) {
831 std::map<trait_id, float> chances = mutation_chances();
832
833 weighted_float_list<trait_id> mutation_picker;
834 for( const auto &p : chances ) {
835 mutation_picker.add( p.first, p.second );
836 }
837
838 for( int tries = 0; tries < 3; tries++ ) {
839 const trait_id *selected = mutation_picker.pick();
840 if( selected == nullptr ) {
841 continue;
842 }
843 add_msg_if_player( m_debug, "Selected mutation %s", selected->obj().name().c_str() );
844 if( has_trait( *selected ) ) {
845 remove_mutation( *selected );
846 break;
847 } else {
848 mutate_towards( *selected );
849 break;
850 }
851 }
852
853 mutagen.mod_duration( -mutagen.get_int_dur_factor() );
854 mut_power -= 1.0f;
855 }
856 } else {
857 old_mutate();
859 }
860}
void remove_mutation(const trait_id &mut, bool silent=false)
Removes a mutation, downgrading to the previous level if possible.
Definition: mutation.cpp:1313
bool mutate_towards(std::vector< trait_id > muts, int num_tries=INT_MAX)
Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.
Definition: mutation.cpp:1072
std::map< trait_id, float > mutation_chances() const
Calculate percentage chances for mutations.
Definition: mutation.cpp:727
void old_mutate()
Definition: mutation.cpp:862
time_duration get_int_dur_factor() const
Returns the number of turns it takes for the intensity to fall by 1 or 0 if intensity isn't based on ...
Definition: effect.cpp:1207
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
T * add(const T &obj, const W &weight)
This will add a new object to the weighted list.
Definition: weighted_list.h:33
const T * pick(unsigned int randi) const
This will return a pointer to an object from the list randomly selected and biased by weight.
Definition: weighted_list.h:94

References weighted_list< W, T >::add(), Creature::add_msg_if_player(), effect_accumulated_mutagen, effect::get_duration(), Creature::get_effect(), effect::get_int_dur_factor(), has_trait(), m_debug, effect::mod_duration(), mutate_towards(), mutation_chances(), mutation_branch::name(), old_mutate(), weighted_list< W, T >::pick(), Creature::remove_effect(), remove_mutation(), and roll_remainder().

Referenced by iuse::artifact(), eff_fun_mutating(), hardcoded_effects(), marloss_common(), spell_effect::mutate(), mutate_category(), iuse::mycus(), mattack::science(), iuse::sewage(), suffer_from_artifacts(), suffer_from_other_mutations(), and suffer_from_radiation().

◆ mutate_category()

void Character::mutate_category ( const std::string &  mut_cat)

Picks a random valid mutation in a category and mutate_towards() it.

Definition at line 1019 of file mutation.cpp.

1020{
1021 // Hacky ID comparison is better than separate hardcoded branch used before
1022 // TODO: Turn it into the null id
1023 if( cat == "ANY" ) {
1024 mutate();
1025 return;
1026 }
1027
1028 bool force_bad = one_in( 3 ) && !get_option<bool>( "BALANCED_MUTATIONS" );
1029 bool force_good = false;
1030 if( has_trait( trait_ROBUST ) && force_bad ) {
1031 // Robust Genetics gives you a 33% chance for a good mutation,
1032 // instead of the 33% chance of a bad one.
1033 force_bad = false;
1034 force_good = true;
1035 }
1036 if( has_trait( trait_CHAOTIC_BAD ) ) {
1037 force_bad = true;
1038 force_good = false;
1039 }
1040
1041 // Pull the category's list for valid mutations
1042 std::vector<trait_id> valid = mutations_category[cat];
1043
1044 // Remove anything we already have, that we have a child of, or that
1045 // goes against our intention of a good/bad mutation
1046 for( size_t i = 0; i < valid.size(); i++ ) {
1047 if( !mutation_ok( valid[i], force_good, force_bad ) ) {
1048 valid.erase( valid.begin() + i );
1049 i--;
1050 }
1051 }
1052
1053 mutate_towards( valid, 2 );
1054}
bool mutation_ok(const trait_id &mutation, bool force_good, bool force_bad) const
Returns true if the player doesn't have the mutation or a conflicting one and it complies with the fo...
Definition: mutation.cpp:614
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_ROBUST("ROBUST")
std::map< std::string, std::vector< trait_id > > mutations_category

References has_trait(), mutate(), mutate_towards(), mutation_ok(), mutations_category, one_in(), trait_CHAOTIC_BAD, and trait_ROBUST.

Referenced by eff_fun_rat(), hardcoded_effects(), spell_effect::mutate(), iuse::mycus(), npc::randomize(), mutagen_actor::use(), and mutagen_iv_actor::use().

◆ mutate_towards() [1/2]

bool Character::mutate_towards ( const trait_id mut)

Mutates toward the entered mutation, upgrading or removing conflicts if necessary.

Definition at line 1088 of file mutation.cpp.

1089{
1090 if( has_child_flag( mut ) ) {
1091 remove_child_flag( mut );
1092 return true;
1093 }
1094 const mutation_branch &mdata = mut.obj();
1095
1096 bool has_prereqs = false;
1097 bool prereq1 = false;
1098 bool prereq2 = false;
1099 std::vector<trait_id> canceltrait;
1100 std::vector<trait_id> prereq = mdata.prereqs;
1101 std::vector<trait_id> prereqs2 = mdata.prereqs2;
1102 std::vector<trait_id> cancel = mdata.cancels;
1103 std::vector<trait_id> same_type = get_mutations_in_types( mdata.types );
1104 std::vector<trait_id> all_prereqs = get_all_mutation_prereqs( mut );
1105
1106 // Check mutations of the same type - except for the ones we might need for pre-reqs
1107 for( const auto &consider : same_type ) {
1108 if( std::find( all_prereqs.begin(), all_prereqs.end(), consider ) == all_prereqs.end() ) {
1109 cancel.push_back( consider );
1110 }
1111 }
1112
1113 for( size_t i = 0; i < cancel.size(); i++ ) {
1114 if( !has_trait( cancel[i] ) ) {
1115 cancel.erase( cancel.begin() + i );
1116 i--;
1117 } else if( has_base_trait( cancel[i] ) ) {
1118 //If we have the trait, but it's a base trait, don't allow it to be removed normally
1119 canceltrait.push_back( cancel[i] );
1120 cancel.erase( cancel.begin() + i );
1121 i--;
1122 }
1123 }
1124
1125 for( size_t i = 0; i < cancel.size(); i++ ) {
1126 if( !cancel.empty() ) {
1127 trait_id removed = cancel[i];
1128 remove_mutation( removed );
1129 cancel.erase( cancel.begin() + i );
1130 i--;
1131 // This checks for cases where one trait knocks out several others
1132 // Probably a better way, but gets it Fixed Now--KA101
1133 return mutate_towards( mut );
1134 }
1135 }
1136
1137 for( size_t i = 0; ( !prereq1 ) && i < prereq.size(); i++ ) {
1138 if( has_trait( prereq[i] ) ) {
1139 prereq1 = true;
1140 }
1141 }
1142
1143 for( size_t i = 0; ( !prereq2 ) && i < prereqs2.size(); i++ ) {
1144 if( has_trait( prereqs2[i] ) ) {
1145 prereq2 = true;
1146 }
1147 }
1148
1149 if( prereq1 && prereq2 ) {
1150 has_prereqs = true;
1151 }
1152
1153 if( !has_prereqs && ( !prereq.empty() || !prereqs2.empty() ) ) {
1154 if( !prereq1 && !prereq.empty() ) {
1155 return mutate_towards( prereq );
1156 } else if( !prereq2 && !prereqs2.empty() ) {
1157 return mutate_towards( prereqs2 );
1158 }
1159 }
1160
1161 // Check for threshold mutation, if needed
1162 bool threshold = mdata.threshold;
1163 bool profession = mdata.profession;
1164 bool has_threshreq = false;
1165 std::vector<trait_id> threshreq = mdata.threshreq;
1166
1167 // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid
1168 // and aren't categorized. This can happen if someone makes a threshold mutation into a prerequisite.
1169 if( threshold ) {
1170 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1171 return false;
1172 }
1173 if( profession ) {
1174 // Profession picks fail silently
1175 return false;
1176 }
1177
1178 for( size_t i = 0; !has_threshreq && i < threshreq.size(); i++ ) {
1179 if( has_trait( threshreq[i] ) ) {
1180 has_threshreq = true;
1181 }
1182 }
1183
1184 // No crossing The Threshold by simply not having it
1185 if( !has_threshreq && !threshreq.empty() ) {
1186 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1187 return false;
1188 }
1189
1190 // Check if one of the prerequisites that we have TURNS INTO this one
1191 trait_id replacing = trait_id::NULL_ID();
1192 prereq = mdata.prereqs; // Reset it
1193 for( auto &elem : prereq ) {
1194 if( has_trait( elem ) ) {
1195 const trait_id &pre = elem;
1196 const auto &p = pre.obj();
1197 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1198 if( p.replacements[j] == mut ) {
1199 replacing = pre;
1200 }
1201 }
1202 }
1203 }
1204
1205 // Loop through again for prereqs2
1206 trait_id replacing2 = trait_id::NULL_ID();
1207 prereq = mdata.prereqs2; // Reset it
1208 for( auto &elem : prereq ) {
1209 if( has_trait( elem ) ) {
1210 const trait_id &pre2 = elem;
1211 const auto &p = pre2.obj();
1212 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1213 if( p.replacements[j] == mut ) {
1214 replacing2 = pre2;
1215 }
1216 }
1217 }
1218 }
1219
1220 bool mutation_replaced = false;
1221
1222 game_message_type rating;
1223
1224 if( replacing ) {
1225 const auto &replace_mdata = replacing.obj();
1226 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1227 rating = m_mixed;
1228 } else if( replace_mdata.points - mdata.points < 0 ) {
1229 rating = m_good;
1230 } else if( mdata.points - replace_mdata.points < 0 ) {
1231 rating = m_bad;
1232 } else {
1233 rating = m_neutral;
1234 }
1235 //  TODO: Limit this to visible mutations
1236 // TODO: In case invisible mutation turns into visible or vice versa
1237 // print only the visible mutation appearing/disappearing
1238 add_msg_player_or_npc( rating,
1239 _( "Your %1$s mutation turns into %2$s!" ),
1240 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1241 replace_mdata.name(), mdata.name() );
1242
1243 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1244 unset_mutation( replacing );
1245 mutation_replaced = true;
1246 }
1247 if( replacing2 ) {
1248 const auto &replace_mdata = replacing2.obj();
1249 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1250 rating = m_mixed;
1251 } else if( replace_mdata.points - mdata.points < 0 ) {
1252 rating = m_good;
1253 } else if( mdata.points - replace_mdata.points < 0 ) {
1254 rating = m_bad;
1255 } else {
1256 rating = m_neutral;
1257 }
1258 add_msg_player_or_npc( rating,
1259 _( "Your %1$s mutation turns into %2$s!" ),
1260 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1261 replace_mdata.name(), mdata.name() );
1262 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1263 unset_mutation( replacing2 );
1264 mutation_replaced = true;
1265 }
1266 for( const auto &i : canceltrait ) {
1267 const auto &cancel_mdata = i.obj();
1268 if( mdata.mixed_effect || cancel_mdata.mixed_effect ) {
1269 rating = m_mixed;
1270 } else if( mdata.points < cancel_mdata.points ) {
1271 rating = m_bad;
1272 } else if( mdata.points > cancel_mdata.points ) {
1273 rating = m_good;
1274 } else if( mdata.points == cancel_mdata.points ) {
1275 rating = m_neutral;
1276 } else {
1277 rating = m_mixed;
1278 }
1279 // If this new mutation cancels a base trait, remove it and add the mutation at the same time
1280 add_msg_player_or_npc( rating,
1281 _( "Your innate %1$s trait turns into %2$s!" ),
1282 _( "<npcname>'s innate %1$s trait turns into %2$s!" ),
1283 cancel_mdata.name(), mdata.name() );
1284 g->events().send<event_type::evolves_mutation>( getID(), cancel_mdata.id, mdata.id );
1285 unset_mutation( i );
1286 mutation_replaced = true;
1287 }
1288 if( !mutation_replaced ) {
1289 if( mdata.mixed_effect ) {
1290 rating = m_mixed;
1291 } else if( mdata.points > 0 ) {
1292 rating = m_good;
1293 } else if( mdata.points < 0 ) {
1294 rating = m_bad;
1295 } else {
1296 rating = m_neutral;
1297 }
1298 // TODO: Limit to visible mutations
1299 add_msg_player_or_npc( rating,
1300 _( "You gain a mutation called %s!" ),
1301 _( "<npcname> gains a mutation called %s!" ),
1302 mdata.name() );
1303 g->events().send<event_type::gains_mutation>( getID(), mdata.id );
1304 }
1305
1306 set_mutation( mut );
1307
1310 return true;
1311}
static bool same_type(const std::list< item > &items)
void remove_child_flag(const trait_id &flag)
Removes the mutation's child flag from the player's list.
Definition: mutation.cpp:1471
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7791
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7768
@ cancel
Definition: craft_command.h:28
game_message_type
Definition: enums.h:259
static std::vector< trait_id > get_all_mutation_prereqs(const trait_id &id)
Definition: mutation.cpp:1056
std::vector< trait_id > get_mutations_in_types(const std::set< std::string > &ids)
trait_id id
Definition: mutation.h:76
bool threshold
Definition: mutation.h:83
std::set< std::string > types
Definition: mutation.h:261
bool profession
Definition: mutation.h:85
std::vector< trait_id > threshreq
Definition: mutation.h:260
bool mixed_effect
Definition: mutation.h:91

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel, mutation_branch::cancels, drench_mut_calc(), evolves_mutation, detail::find(), g, gains_mutation, get_all_mutation_prereqs(), get_mutations_in_types(), getID(), has_base_trait(), has_child_flag(), has_trait(), mutation_branch::id, m_bad, m_good, m_mixed, m_neutral, mutation_branch::mixed_effect, mutate_towards(), mutation_branch::name(), string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), mutation_branch::points, mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::profession, remove_child_flag(), remove_mutation(), same_type(), set_highest_cat_level(), set_mutation(), mutation_branch::threshold, mutation_branch::threshreq, mutation_branch::types, and unset_mutation().

◆ mutate_towards() [2/2]

bool Character::mutate_towards ( std::vector< trait_id muts,
int  num_tries = INT_MAX 
)

Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.

Definition at line 1072 of file mutation.cpp.

1073{
1074 while( !muts.empty() && num_tries > 0 ) {
1075 int i = rng( 0, muts.size() - 1 );
1076
1077 if( mutate_towards( muts[i] ) ) {
1078 return true;
1079 }
1080
1081 muts.erase( muts.begin() + i );
1082 --num_tries;
1083 }
1084
1085 return false;
1086}

References mutate_towards(), and rng().

Referenced by mutate(), spell_effect::mutate(), mutate_category(), mutate_towards(), old_mutate(), and debug_menu::wishmutate().

◆ mutation_armor() [1/3]

resistances Character::mutation_armor ( bodypart_id  bp) const

Returns resistances on a body part provided by mutations.

Definition at line 6408 of file character.cpp.

6409{
6410 resistances res;
6411 for( const trait_id &iter : get_mutations() ) {
6412 res += iter->damage_resistance( bp->token );
6413 }
6414
6415 return res;
6416}

References get_mutations().

Referenced by get_all_armor_type(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), mutation_armor(), and passive_absorb_hit().

◆ mutation_armor() [2/3]

float Character::mutation_armor ( bodypart_id  bp,
const damage_unit du 
) const

Definition at line 6423 of file character.cpp.

6424{
6425 return mutation_armor( bp ).get_effective_resist( du );
6426}
float get_effective_resist(const damage_unit &du) const
Definition: damage.cpp:217

References resistances::get_effective_resist(), and mutation_armor().

◆ mutation_armor() [3/3]

float Character::mutation_armor ( bodypart_id  bp,
damage_type  dt 
) const

Definition at line 6418 of file character.cpp.

6419{
6420 return mutation_armor( bp ).type_resist( dt );
6421}
float type_resist(damage_type dt) const
Definition: damage.cpp:213

References mutation_armor(), and resistances::type_resist().

◆ mutation_attacks()

std::vector< special_attack > Character::mutation_attacks ( Creature t) const

Returns a vector of valid mutation attacks.

Unarmed increases chance of attacking with mutated body parts Dexterity increases chance of attacking with mutated body parts

Definition at line 1992 of file melee.cpp.

1993{
1994 std::vector<special_attack> ret;
1995
1996 std::string target = t.disp_name();
1997
1998 const body_part_set usable_body_parts = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
1999 const int unarmed = get_skill_level( skill_unarmed );
2000
2001 for( const trait_id &pr : get_mutations() ) {
2002 const mutation_branch &branch = pr.obj();
2003 for( const mut_attack &mut_atk : branch.attacks_granted ) {
2004 // Covered body part
2005 if( mut_atk.bp != num_bp && !usable_body_parts.test( mut_atk.bp ) ) {
2006 continue;
2007 }
2008
2009 /** @EFFECT_UNARMED increases chance of attacking with mutated body parts */
2010 /** @EFFECT_DEX increases chance of attacking with mutated body parts */
2011
2012 // Calculate actor ability value to be compared against mutation attack difficulty and add debug message
2013 const int proc_value = get_dex() + unarmed;
2014 add_msg( m_debug, "%s proc chance: %d in %d", pr.c_str(), proc_value, mut_atk.chance );
2015 // If the mutation attack fails to proc, bail out
2016 if( !x_in_y( proc_value, mut_atk.chance ) ) {
2017 continue;
2018 }
2019
2020 // If player has any blocker, bail out
2021 if( std::any_of( mut_atk.blocker_mutations.begin(), mut_atk.blocker_mutations.end(),
2022 [this]( const trait_id & blocker ) {
2023 return has_trait( blocker );
2024 } ) ) {
2025 add_msg( m_debug, "%s not procing: blocked", pr.c_str() );
2026 continue;
2027 }
2028
2029 // Player must have all needed traits
2030 if( !std::all_of( mut_atk.required_mutations.begin(), mut_atk.required_mutations.end(),
2031 [this]( const trait_id & need ) {
2032 return has_trait( need );
2033 } ) ) {
2034 add_msg( m_debug, "%s not procing: unmet req", pr.c_str() );
2035 continue;
2036 }
2037
2038 special_attack tmp;
2039 // Ugly special case: player's strings have only 1 variable, NPC have 2
2040 // Can't use <npcname> here
2041 // TODO: Fix
2042 if( is_player() ) {
2043 tmp.text = string_format( _( mut_atk.attack_text_u ), target );
2044 } else {
2045 tmp.text = string_format( _( mut_atk.attack_text_npc ), name, target );
2046 }
2047
2048 // Attack starts here
2049 if( mut_atk.hardcoded_effect ) {
2050 tmp.damage = hardcoded_mutation_attack( *this, pr );
2051 } else {
2052 damage_instance dam = mut_atk.base_damage;
2053 damage_instance scaled = mut_atk.strength_damage;
2054 scaled.mult_damage( std::min<float>( 15.0f, get_str() ), true );
2055 dam.add( scaled );
2056
2057 tmp.damage = dam;
2058 }
2059
2060 if( tmp.damage.total_damage() > 0.0f ) {
2061 ret.emplace_back( tmp );
2062 } else {
2063 add_msg( m_debug, "%s not procing: zero damage", pr.c_str() );
2064 }
2065 }
2066 }
2067
2068 return ret;
2069}
static damage_instance hardcoded_mutation_attack(const Character &u, const trait_id &id)
Definition: melee.cpp:1937
float total_damage() const
Definition: damage.cpp:75
void add(const damage_instance &added_di)
Definition: damage.cpp:93
std::string attack_text_u
Text printed when the attack is proced by you.
Definition: mutation.h:39
std::set< trait_id > blocker_mutations
Need none of those to qualify for this attack.
Definition: mutation.h:45
std::set< trait_id > required_mutations
Need all of those to qualify for this attack.
Definition: mutation.h:43
int chance
Chance to proc is one_in( chance - dex - unarmed )
Definition: mutation.h:51
body_part bp
If not num_bp, this body part needs to be uncovered for the attack to proc.
Definition: mutation.h:48
damage_instance base_damage
Definition: mutation.h:53
bool hardcoded_effect
Should be true when and only when this attack needs hardcoded handling.
Definition: mutation.h:58
damage_instance strength_damage
Multiplied by strength and added to the above.
Definition: mutation.h:55
std::string attack_text_npc
As above, but for npc.
Definition: mutation.h:41
std::vector< mut_attack > attacks_granted
Attacks granted by this mutation.
Definition: mutation.h:250
std::string text
Definition: character.h:197
damage_instance damage
Definition: character.h:198

References _, damage_instance::add(), add_msg(), mut_attack::attack_text_npc, mut_attack::attack_text_u, mutation_branch::attacks_granted, mut_attack::base_damage, mut_attack::blocker_mutations, mut_attack::bp, mut_attack::chance, special_attack::damage, Creature::disp_name(), exclusive_flag_coverage(), get_dex(), get_mutations(), get_skill_level(), get_str(), mut_attack::hardcoded_effect, hardcoded_mutation_attack(), Creature::is_player(), m_debug, damage_instance::mult_damage(), name, num_bp, mut_attack::required_mutations, cata::hash64_detail::ret, skill_unarmed, mut_attack::strength_damage, string_format(), body_part_set::test(), special_attack::text, damage_instance::total_damage(), and x_in_y().

Referenced by perform_special_attacks().

◆ mutation_chances()

std::map< trait_id, float > Character::mutation_chances ( ) const

Calculate percentage chances for mutations.

Definition at line 727 of file mutation.cpp.

728{
729 bool force_bad = false;
730 const bool force_good = false;
732 force_bad = true;
733 }
734
735 int current_score = genetic_score( *this );
736 // 10/10/10/10 in stats, balanced traits, plus tip
737 int expected_score = 4 * 10 + 6;
738 int direction = expected_score - current_score;
739
740 // Duplicates allowed - they'll increase chances of change
741 std::vector<potential_mutation> potential;
742
743 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
744 const trait_id &base_mutation = traits_iter.id;
745 const mutation_branch &base_mdata = traits_iter;
746 bool thresh_save = base_mdata.threshold;
747 bool prof_save = base_mdata.profession;
748 bool purify_save = !base_mdata.purifiable;
749 bool can_remove = !thresh_save && !prof_save && !purify_save;
750
751 if( has_trait( base_mutation ) ) {
752 for( const trait_id &mutation : base_mdata.replacements ) {
753 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
754 potential.emplace_back( base_mutation, mutation, 3 );
755 }
756 }
757
758 for( const trait_id &mutation : base_mdata.additions ) {
759 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
760 potential.emplace_back( trait_id::NULL_ID(), mutation, 3 );
761 }
762 }
763
764 // Removal or downgrade (if possible)
765 if( can_remove ) {
766 potential.emplace_back( base_mutation, trait_id::NULL_ID(), 2 );
767 }
768 } else {
769 // Addition from nothing
770 // Duplicates addition above, but that's OK, we need to handle dupes anyway
771 if( base_mutation->valid && mutation_ok( base_mutation, force_good, force_bad ) ) {
772 potential.emplace_back( trait_id::NULL_ID(), base_mutation, 1 );
773 }
774 }
775 }
776
777 // We need all mutation categories in here
778 std::map<std::string, int> padded_mut_cat_lvl = mutation_category_level;
779 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
780 for( const std::string &cat : traits_iter.category ) {
781 // Will do nothing if it exists already
782 padded_mut_cat_lvl.insert( std::make_pair( cat, 0 ) );
783 }
784 }
785
786 const std::map<std::string, float> add_weighs =
787 calc_category_weights( padded_mut_cat_lvl, true );
788 const std::map<std::string, float> rem_weighs =
789 calc_category_weights( padded_mut_cat_lvl, false );
790
791 // Not normalized
792 std::map<trait_id, float> chances;
793
794 // Warning: has duplicates
795 for( const potential_mutation &pm : potential ) {
796 int cost_from = pm.from.is_valid() ? pm.from->cost : 0;
797 int cost_to = pm.to.is_valid() ? pm.to->cost : 0;
798 int score_diff = cost_to - cost_from;
799
800 if( pm.to.is_valid() ) {
801 float cat_mod = std::accumulate( pm.to->category.begin(), pm.to->category.end(), 0.0f,
802 [&add_weighs]( float m, const std::string & cat ) {
803 return std::max( m, add_weighs.at( cat ) );
804 } );
805 float c = score_difference_to_chance( direction + score_diff );
806 chances[pm.to] += c * cat_mod;
807 } else if( pm.from.is_valid() ) {
808 float cat_mod = std::accumulate( pm.from->category.begin(), pm.from->category.end(), 0.0f,
809 [&rem_weighs]( float m, const std::string & cat ) {
810 return std::min( m, rem_weighs.at( cat ) );
811 } );
812 float c = score_difference_to_chance( direction - score_diff );
813 chances[pm.from] += c * cat_mod;
814 }
815 }
816
817 return normalized_map( chances );
818}
direction
Definition: line.h:39
constexpr double c
Definition: magic.cpp:1032
static float score_difference_to_chance(float diff)
Definition: mutation.cpp:665
static T normalized_map(const T &ctn)
Definition: mutation.cpp:674
static int genetic_score(const Character &c)
Definition: mutation.cpp:658
static std::map< std::string, float > calc_category_weights(const std::map< std::string, int > &mcl, bool addition)
Definition: mutation.cpp:694
static const std::vector< mutation_branch > & get_all()
All known mutations.
bool purifiable
Definition: mutation.h:81
std::vector< trait_id > additions
Definition: mutation.h:264

References mutation_branch::additions, c, calc_category_weights(), genetic_score(), mutation_branch::get_all(), has_trait(), string_id< T >::id(), mutation_category_level, mutation_ok(), normalized_map(), string_id< mutation_branch >::NULL_ID(), mutation_branch::profession, mutation_branch::purifiable, mutation_branch::replacements, score_difference_to_chance(), mutation_branch::threshold, trait_CHAOTIC_BAD, and mutation_branch::valid.

Referenced by debug_menu::debug(), and mutate().

◆ mutation_effect()

void Character::mutation_effect ( const trait_id mut)

Handles things like removal of armor, etc.

Definition at line 256 of file mutation.cpp.

257{
258 if( mut == trait_GLASSJAW ) {
259 recalc_hp();
260
261 } else if( mut == trait_STR_ALPHA ) {
262 if( str_max < 16 ) {
263 str_max = 8 + str_max / 2;
264 }
265 apply_mods( mut, true );
266 recalc_hp();
267 } else if( mut == trait_DEX_ALPHA ) {
268 if( dex_max < 16 ) {
269 dex_max = 8 + dex_max / 2;
270 }
271 apply_mods( mut, true );
272 } else if( mut == trait_INT_ALPHA ) {
273 if( int_max < 16 ) {
274 int_max = 8 + int_max / 2;
275 }
276 apply_mods( mut, true );
277 } else if( mut == trait_INT_SLIME ) {
278 int_max *= 2; // Now, can you keep it? :-)
279
280 } else if( mut == trait_PER_ALPHA ) {
281 if( per_max < 16 ) {
282 per_max = 8 + per_max / 2;
283 }
284 apply_mods( mut, true );
285 } else {
286 apply_mods( mut, true );
287 }
288
290
291 const auto &branch = mut.obj();
292 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
293 branch.hp_adjustment != 0.0f ) {
294 recalc_hp();
295 }
296
297 remove_worn_items_with( [&]( item & armor ) {
298 static const std::string mutation_safe = "OVERSIZE";
299 if( armor.has_flag( mutation_safe ) ) {
300 return false;
301 }
302 if( !branch.conflicts_with_item( armor ) ) {
303 return false;
304 }
305
307 _( "Your %s is pushed off!" ),
308 _( "<npcname>'s %s is pushed off!" ),
309 armor.tname() );
310 get_map().add_item_or_charges( pos(), armor );
311 return true;
312 } );
313
314 if( branch.starts_active ) {
315 my_mutations[mut].powered = true;
316 }
317
318 on_mutation_gain( mut );
319}
std::list< item > remove_worn_items_with(std::function< bool(item &)> filter)
Similar to remove_items_with, but considers only worn items and not their content (item::contents is ...
Definition: character.cpp:2280
static const trait_id trait_PER_ALPHA("PER_ALPHA")
static const trait_id trait_STR_ALPHA("STR_ALPHA")
static const trait_id trait_GLASSJAW("GLASSJAW")
static const trait_id trait_DEX_ALPHA("DEX_ALPHA")
static const trait_id trait_INT_SLIME("INT_SLIME")
static const trait_id trait_INT_ALPHA("INT_ALPHA")

References _, Creature::add_msg_player_or_npc(), apply_mods(), dex_max, get_map(), item::has_flag(), int_max, m_bad, my_mutations, string_id< T >::obj(), on_mutation_gain(), per_max, pos(), recalc_hp(), recalculate_size(), remove_worn_items_with(), str_max, item::tname(), trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_wear(), set_mutation(), and switch_mutations().

◆ mutation_loss_effect()

void Character::mutation_loss_effect ( const trait_id mut)

Handles what happens when you lose a mutation.

Definition at line 321 of file mutation.cpp.

322{
323 if( mut == trait_GLASSJAW ) {
324 recalc_hp();
325
326 } else if( mut == trait_STR_ALPHA ) {
327 apply_mods( mut, false );
328 if( str_max < 16 ) {
329 str_max = 2 * ( str_max - 8 );
330 }
331 recalc_hp();
332 } else if( mut == trait_DEX_ALPHA ) {
333 apply_mods( mut, false );
334 if( dex_max < 16 ) {
335 dex_max = 2 * ( dex_max - 8 );
336 }
337 } else if( mut == trait_INT_ALPHA ) {
338 apply_mods( mut, false );
339 if( int_max < 16 ) {
340 int_max = 2 * ( int_max - 8 );
341 }
342 } else if( mut == trait_INT_SLIME ) {
343 int_max /= 2; // In case you have a freak accident with the debug menu ;-)
344
345 } else if( mut == trait_PER_ALPHA ) {
346 apply_mods( mut, false );
347 if( per_max < 16 ) {
348 per_max = 2 * ( per_max - 8 );
349 }
350 } else {
351 apply_mods( mut, false );
352 }
353
355
356 const auto &branch = mut.obj();
357 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
358 branch.hp_adjustment != 0.0f ) {
359 recalc_hp();
360 }
361
362 on_mutation_loss( mut );
363}
void on_mutation_loss(const trait_id &mid)
Called when a mutation is lost.
Definition: character.cpp:9875

References apply_mods(), dex_max, int_max, string_id< T >::obj(), on_mutation_loss(), per_max, recalc_hp(), recalculate_size(), str_max, trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_takeoff(), switch_mutations(), and unset_mutation().

◆ mutation_ok()

bool Character::mutation_ok ( const trait_id mutation,
bool  force_good,
bool  force_bad 
) const

Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing.

Definition at line 614 of file mutation.cpp.

615{
616 if( !is_category_allowed( mutation->category ) ) {
617 return false;
618 }
619 if( mutation_branch::trait_is_blacklisted( mutation ) ) {
620 return false;
621 }
622 if( has_trait( mutation ) || has_child_flag( mutation ) ) {
623 // We already have this mutation or something that replaces it.
624 return false;
625 }
626
627 for( const bionic_id &bid : get_bionics() ) {
628 for( const trait_id &mid : bid->canceled_mutations ) {
629 if( mid == mutation ) {
630 return false;
631 }
632 }
633 }
634
635 const mutation_branch &mdata = mutation.obj();
636 if( force_bad && mdata.points > 0 ) {
637 // This is a good mutation, and we're due for a bad one.
638 return false;
639 }
640
641 if( force_good && mdata.points < 0 ) {
642 // This is a bad mutation, and we're due for a good one.
643 return false;
644 }
645
646 return true;
647}
bool is_category_allowed(const std::vector< std::string > &category) const
Returns true if this category of mutation is allowed.
Definition: mutation.cpp:371
std::vector< std::string > category
Definition: mutation.h:265
static bool trait_is_blacklisted(const trait_id &tid)
Check if the trait with the given ID is blacklisted.

References mutation_branch::category, get_bionics(), has_child_flag(), has_trait(), is_category_allowed(), string_id< T >::obj(), mutation_branch::points, and mutation_branch::trait_is_blacklisted().

Referenced by mutate_category(), mutation_chances(), and old_mutate().

◆ mutation_spend_resources()

void Character::mutation_spend_resources ( const trait_id mut)

Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation).

Definition at line 1698 of file mutation.cpp.

1699{
1700 const mutation_branch &mdata = mut.obj();
1701 char_trait_data &tdata = my_mutations[mut];
1702 int cost = mdata.cost;
1703 if( tdata.powered && tdata.charge > 0 ) {
1704 // Already-on units just lose a bit of charge
1705 tdata.charge--;
1706 } else {
1707 // Not-on units, or those with zero charge, have to pay the power cost
1708 if( mdata.cooldown > 0 ) {
1709 tdata.charge = mdata.cooldown - 1;
1710 }
1711 if( mdata.hunger ) {
1712 // burn some energy
1713 mod_stored_kcal( -cost * 6 );
1714 }
1715 if( mdata.thirst ) {
1716 mod_thirst( cost );
1717 }
1718 if( mdata.fatigue ) {
1719 mod_fatigue( cost );
1720 }
1721
1722 // Handle stat changes from activation
1723 apply_mods( mut, true );
1725 }
1726}
int charge
Time (in turns) until the mutation increase hunger/thirst/fatigue according to its cost (mutation_bra...
Definition: character.h:218

References apply_mods(), char_trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, mutation_branch::fatigue, mutation_branch::hunger, mod_fatigue(), mod_stored_kcal(), mod_thirst(), my_mutations, string_id< T >::obj(), char_trait_data::powered, recalc_sight_limits(), and mutation_branch::thirst.

Referenced by activate_mutation(), iexamine::ledge(), and game::vertical_move().

◆ mutation_value()

float Character::mutation_value ( const std::string &  val) const

Goes over all mutations, gets min and max of a value with given name.

Returns
min( 0, lowest ) + max( 0, highest )

Definition at line 6623 of file character.cpp.

6624{
6625 // Syntax similar to tuple get<n>()
6626 const auto found = mutation_value_map.find( val );
6627
6628 if( found == mutation_value_map.end() ) {
6629 debugmsg( "Invalid mutation value name %s", val );
6630 return 0.0f;
6631 } else {
6632 return found->second( cached_mutations );
6633 }
6634}
static const std::map< std::string, std::function< float(std::vector< const mutation_branch * >)> > mutation_value_map
Definition: character.cpp:6585

References cached_mutations, debugmsg, and mutation_value_map.

Referenced by attack_cost(), calc_needs_rates(), draw_speed_tab(), get_stamina_max(), healing_rate(), healing_rate_medicine(), hearing_ability(), is_immune_effect(), known_magic::mana_regen_rate(), known_magic::max_mana(), mend(), metabolic_rate_base(), overmap_sight_range(), read_speed(), recalc_hp(), recalc_speed_bonus(), regen(), reset_stats(), run_cost(), rust_rate(), swim_speed(), update_stamina(), visibility(), game::walk_move(), and weight_capacity().

◆ natural_attack_restricted_on()

bool Character::natural_attack_restricted_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag.

Definition at line 1768 of file character.cpp.

1769{
1770 for( const item &i : worn ) {
1771 if( i.covers( bp->token ) && !i.has_flag( "ALLOWS_NATURAL_ATTACKS" ) &&
1772 !i.has_flag( "SEMITANGIBLE" ) &&
1773 !i.has_flag( "PERSONAL" ) && !i.has_flag( "AURA" ) ) {
1774 return true;
1775 }
1776 }
1777 return false;
1778}

References worn.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ nearby()

std::vector< item_location > Character::nearby ( const std::function< bool(const item *, const item *)> &  func,
int  radius = 1 
) const

Returns nearby items which match the provided predicate.

Definition at line 2184 of file character.cpp.

2186{
2187 std::vector<item_location> res;
2188
2189 visit_items( [&]( const item * e, const item * parent ) {
2190 if( func( e, parent ) ) {
2191 res.emplace_back( const_cast<Character &>( *this ), const_cast<item *>( e ) );
2192 }
2193 return VisitResponse::NEXT;
2194 } );
2195
2196 for( const auto &cur : map_selector( pos(), radius ) ) {
2197 cur.visit_items( [&]( const item * e, const item * parent ) {
2198 if( func( e, parent ) ) {
2199 res.emplace_back( cur, const_cast<item *>( e ) );
2200 }
2201 return VisitResponse::NEXT;
2202 } );
2203 }
2204
2205 for( const auto &cur : vehicle_selector( pos(), radius ) ) {
2206 cur.visit_items( [&]( const item * e, const item * parent ) {
2207 if( func( e, parent ) ) {
2208 res.emplace_back( cur, const_cast<item *>( e ) );
2209 }
2210 return VisitResponse::NEXT;
2211 } );
2212 }
2213
2214 return res;
2215}

References NEXT, pos(), and visitable< Character >::visit_items().

Referenced by bandolier_actor::reload(), and npc::within_boundaries_of_camp().

◆ nutrition_for()

int Character::nutrition_for ( const item comest) const

Handles the nutrition value for a comestible.

Definition at line 465 of file consumption.cpp.

466{
468}
static constexpr float kcal_per_nutr
1 nutr ~= 8.7kcal (1 nutr/5min = 288 nutr/day at 2500kcal/day)
Definition: itype.h:180
int kcal
amount of kcal this food has
Definition: stomach.h:18

References compute_effective_nutrients(), nutrients::kcal, and islot_comestible::kcal_per_nutr.

Referenced by iuse::blech(), consume_effects(), npc::decide_needs(), eat(), iuse::plantblech(), and npc::value().

◆ old_mutate()

void Character::old_mutate ( )
private

Definition at line 862 of file mutation.cpp.

863{
864 bool force_bad = one_in( 3 );
865 bool force_good = false;
866 if( has_trait( trait_ROBUST ) && force_bad ) {
867 // Robust Genetics gives you a 33% chance for a good mutation,
868 // instead of the 33% chance of a bad one.
869 force_bad = false;
870 force_good = true;
871 }
873 force_bad = true;
874 force_good = false;
875 }
876
877 // Determine the highest mutation category
878 std::string cat = get_highest_category();
879
880 if( !is_category_allowed( cat ) ) {
881 cat.clear();
882 }
883
884 // See if we should upgrade/extend an existing mutation...
885 std::vector<trait_id> upgrades;
886
887 // ... or remove one that is not in our highest category
888 std::vector<trait_id> downgrades;
889
890 // For each mutation...
891 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
892 const trait_id &base_mutation = traits_iter.id;
893 const mutation_branch &base_mdata = traits_iter;
894 bool thresh_save = base_mdata.threshold;
895 bool prof_save = base_mdata.profession;
896 // are we unpurifiable? (saved from mutating away)
897 bool purify_save = !base_mdata.purifiable;
898
899 // ...that we have...
900 if( has_trait( base_mutation ) ) {
901 // ...consider the mutations that replace it.
902 for( const trait_id &mutation : base_mdata.replacements ) {
903 bool valid_ok = mutation->valid;
904
905 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
906 ( valid_ok ) ) {
907 upgrades.push_back( mutation );
908 }
909 }
910
911 // ...consider the mutations that add to it.
912 for( const trait_id &mutation : base_mdata.additions ) {
913 bool valid_ok = mutation->valid;
914
915 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
916 ( valid_ok ) ) {
917 upgrades.push_back( mutation );
918 }
919 }
920
921 // ...consider whether its in our highest category
922 if( has_trait( base_mutation ) && !has_base_trait( base_mutation ) ) {
923 // Starting traits don't count toward categories
924 std::vector<trait_id> group = mutations_category[cat];
925 bool in_cat = false;
926 for( const trait_id &elem : group ) {
927 if( elem == base_mutation ) {
928 in_cat = true;
929 break;
930 }
931 }
932
933 // mark for removal
934 // no removing Thresholds/Professions this way!
935 // unpurifiable traits also cannot be purified
936 if( !in_cat && !thresh_save && !prof_save && !purify_save ) {
937 if( one_in( 4 ) ) {
938 downgrades.push_back( base_mutation );
939 }
940 }
941 }
942 }
943 }
944
945 // Preliminary round to either upgrade or remove existing mutations
946 if( one_in( 2 ) ) {
947 if( !upgrades.empty() ) {
948 // (upgrade count) chances to pick an upgrade, 4 chances to pick something else.
949 size_t roll = rng( 0, upgrades.size() + 4 );
950 if( roll < upgrades.size() ) {
951 // We got a valid upgrade index, so use it and return.
952 mutate_towards( upgrades[roll] );
953 return;
954 }
955 }
956 } else {
957 // Remove existing mutations that don't fit into our category
958 if( !downgrades.empty() && !cat.empty() ) {
959 size_t roll = rng( 0, downgrades.size() + 4 );
960 if( roll < downgrades.size() ) {
961 remove_mutation( downgrades[roll] );
962 return;
963 }
964 }
965 }
966
967 std::vector<trait_id> valid; // Valid mutations
968 bool first_pass = true;
969
970 do {
971 // If we tried once with a non-NULL category, and couldn't find anything valid
972 // there, try again with empty category
973 // CHAOTIC_BAD lets the game pull from any category by default
974 if( !first_pass || has_trait( trait_CHAOTIC_BAD ) ) {
975 cat.clear();
976 }
977
978 if( cat.empty() ) {
979 // Pull the full list
980 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
981 if( traits_iter.valid && is_category_allowed( traits_iter.category ) ) {
982 valid.push_back( traits_iter.id );
983 }
984 }
985 } else {
986 // Pull the category's list
987 valid = mutations_category[cat];
988 }
989
990 // Remove anything we already have, that we have a child of, or that
991 // goes against our intention of a good/bad mutation
992 for( size_t i = 0; i < valid.size(); i++ ) {
993 if( ( !mutation_ok( valid[i], force_good, force_bad ) ) ||
994 ( !valid[i]->valid ) ) {
995 valid.erase( valid.begin() + i );
996 i--;
997 }
998 }
999
1000 if( valid.empty() ) {
1001 // So we won't repeat endlessly
1002 first_pass = false;
1003 }
1004 } while( valid.empty() && !cat.empty() );
1005
1006 if( valid.empty() ) {
1007 // Couldn't find anything at all!
1008 return;
1009 }
1010
1011 if( mutate_towards( random_entry( valid ) ) ) {
1012 return;
1013 } else {
1014 // if mutation failed (errors, post-threshold pick), try again once.
1015 mutate_towards( random_entry( valid ) );
1016 }
1017}
group
Definition: sounds.h:125

References mutation_branch::additions, mutation_branch::get_all(), get_highest_category(), has_base_trait(), has_trait(), string_id< T >::id(), is_category_allowed(), mutate_towards(), mutation_ok(), mutations_category, one_in(), mutation_branch::profession, mutation_branch::purifiable, random_entry(), remove_mutation(), mutation_branch::replacements, rng(), mutation_branch::threshold, trait_CHAOTIC_BAD, trait_ROBUST, and mutation_branch::valid.

Referenced by mutate().

◆ on_damage_of_type()

void Character::on_damage_of_type ( int  adjusted_damage,
damage_type  type,
const bodypart_id bp 
)
overrideprotectedvirtual

Reimplemented from Creature.

Definition at line 4501 of file character.cpp.

4502{
4503 // Electrical damage has a chance to temporarily incapacitate bionics in the damaged body_part.
4504 if( type == DT_ELECTRIC ) {
4505 const time_duration min_disable_time = 10_turns * adjusted_damage;
4506 for( bionic &i : *my_bionics ) {
4507 if( !i.powered ) {
4508 // Unpowered bionics are protected from power surges.
4509 continue;
4510 }
4511 const auto &info = i.info();
4512 if( info.has_flag( STATIC( flag_str_id( "BIONIC_SHOCKPROOF" ) ) )
4513 || info.has_flag( STATIC( flag_str_id( "BIONIC_FAULTY" ) ) ) ) {
4514 continue;
4515 }
4516 const std::map<bodypart_str_id, int> &bodyparts = info.occupied_bodyparts;
4517 if( bodyparts.find( bp.id() ) != bodyparts.end() ) {
4518 const int bp_hp = get_part_hp_cur( bp );
4519 // The chance to incapacitate is as high as 50% if the attack deals damage equal to one third of the body part's current health.
4520 if( x_in_y( adjusted_damage * 3, bp_hp ) && one_in( 2 ) ) {
4521 if( i.incapacitated_time == 0_turns ) {
4522 add_msg_if_player( m_bad, _( "Your %s bionic shorts out!" ), info.name );
4523 }
4524 i.incapacitated_time += rng( min_disable_time, 10 * min_disable_time );
4525 }
4526 }
4527 }
4528 }
4529}
#define STATIC(expr)
The purpose of this macro is to provide a concise syntax for creation of inline literals (std::string...
Definition: make_static.h:24
string_id< json_flag > flag_str_id
Definition: type_id.h:213

References _, Creature::add_msg_if_player(), DT_ELECTRIC, Creature::get_part_hp_cur(), int_id< T >::id(), m_bad, my_bionics, one_in(), rng(), STATIC, type, and x_in_y().

◆ on_dodge()

void Character::on_dodge ( Creature source,
int  difficulty 
)
overridevirtual

This creature just dodged an attack - possibly special/ranged attack - from source.

Players should train dodge, monsters may use some special defenses.

Reimplemented from Creature.

Definition at line 8231 of file character.cpp.

8232{
8233 static const matec_id tec_none( "tec_none" );
8234
8235 // Each avoided hit consumes an available dodge
8236 // When no more available we are likely to fail player::dodge_roll
8237 dodges_left--;
8238
8239 // dodging throws of our aim unless we are either skilled at dodging or using a small weapon
8240 if( is_armed() && weapon.is_gun() ) {
8241 recoil += std::max( weapon.volume() / 250_ml - get_skill_level( skill_dodge ), 0 ) * rng( 0, 100 );
8242 recoil = std::min( MAX_RECOIL, recoil );
8243 }
8244
8245 // Even if we are not to train still call practice to prevent skill rust
8246 difficulty = std::max( difficulty, 0 );
8247 as_player()->practice( skill_dodge, difficulty * 2, difficulty );
8248
8249 martial_arts_data->ma_ondodge_effects( *this );
8250
8251 // For adjacent attackers check for techniques usable upon successful dodge
8252 if( source && square_dist( pos(), source->pos() ) == 1 ) {
8253 matec_id tec = pick_technique( *source, primary_weapon(), false, true, false );
8254
8255 if( tec != tec_none && !is_dead_state() ) {
8256 if( get_stamina() < get_stamina_max() / 3 ) {
8257 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
8258 } else {
8259 melee_attack( *source, false, &tec );
8260 }
8261 }
8262 }
8263}

References _, add_msg(), Creature::as_player(), dodges_left, get_skill_level(), get_stamina(), get_stamina_max(), is_armed(), is_dead_state(), item::is_gun(), m_bad, martial_arts_data, MAX_RECOIL, melee_attack(), pick_technique(), Creature::pos(), pos(), practice(), primary_weapon(), recoil, rng(), skill_dodge, square_dist(), tec_none, item::volume(), and weapon.

Referenced by mattack::grab().

◆ on_effect_int_change()

void Character::on_effect_int_change ( const efftype_id effect_type,
int  intensity,
const bodypart_str_id bp 
)
overridevirtual

Called when effect intensity has been changed.

Reimplemented from Creature.

Definition at line 9854 of file character.cpp.

9856{
9857 // Adrenaline can reduce perceived pain (or increase it when you enter comedown).
9858 // See @ref get_perceived_pain()
9860 // Note that calling this does no harm if it wasn't changed.
9861 on_stat_change( "perceived_pain", get_perceived_pain() );
9862 }
9863
9864 morale->on_effect_int_change( effect_type, intensity, bp );
9865}

References effect_adrenaline, get_perceived_pain(), morale, and on_stat_change().

Referenced by load().

◆ on_hit()

void Character::on_hit ( Creature source,
bodypart_id  bp_hit,
dealt_projectile_attack const *  proj 
)
overridevirtual

This creature just got hit by an attack - possibly special/ranged attack - from source.

Parameters
sourceSource creature, can be nullptr
projSource projectile, can be nullptr Players should train dodge, possibly counter-attack somehow.

Implements Creature.

Definition at line 8270 of file character.cpp.

8272{
8274 if( source == nullptr || proj != nullptr ) {
8275 return;
8276 }
8277
8278 bool u_see = g->u.sees( *this );
8279 units::energy trigger_cost_base = bio_ods->power_trigger;
8280 if( has_active_bionic( bio_ods ) && get_power_level() >= trigger_cost_base * 4 ) {
8281 if( is_player() ) {
8282 add_msg( m_good, _( "Your offensive defense system shocks %s in mid-attack!" ),
8283 source->disp_name() );
8284 } else if( u_see ) {
8285 add_msg( _( "%1$s's offensive defense system shocks %2$s in mid-attack!" ),
8286 disp_name(),
8287 source->disp_name() );
8288 }
8289 int shock = rng( 1, 4 );
8290 mod_power_level( -shock * trigger_cost_base );
8291 damage_instance ods_shock_damage;
8292 ods_shock_damage.add_damage( DT_ELECTRIC, shock * 5 );
8293 // Should hit body part used for attack
8294 source->deal_damage( this, bodypart_id( "torso" ), ods_shock_damage );
8295 }
8296 if( !wearing_something_on( bp_hit ) &&
8298 int spine = rng( 1, has_trait( trait_QUILLS ) ? 20 : 8 );
8299 if( !is_player() ) {
8300 if( u_see ) {
8301 add_msg( _( "%1$s's %2$s puncture %3$s in mid-attack!" ), name,
8302 ( has_trait( trait_QUILLS ) ? _( "quills" ) : _( "spines" ) ),
8303 source->disp_name() );
8304 }
8305 } else {
8306 add_msg( m_good, _( "Your %1$s puncture %2$s in mid-attack!" ),
8307 ( has_trait( trait_QUILLS ) ? _( "quills" ) : _( "spines" ) ),
8308 source->disp_name() );
8309 }
8310 damage_instance spine_damage;
8311 spine_damage.add_damage( DT_STAB, spine );
8312 source->deal_damage( this, bodypart_id( "torso" ), spine_damage );
8313 }
8314 if( ( !( wearing_something_on( bp_hit ) ) ) && ( has_trait( trait_THORNS ) ) &&
8315 ( !( source->has_weapon() ) ) ) {
8316 if( !is_player() ) {
8317 if( u_see ) {
8318 add_msg( _( "%1$s's %2$s scrape %3$s in mid-attack!" ), name,
8319 _( "thorns" ), source->disp_name() );
8320 }
8321 } else {
8322 add_msg( m_good, _( "Your thorns scrape %s in mid-attack!" ), source->disp_name() );
8323 }
8324 int thorn = rng( 1, 4 );
8325 damage_instance thorn_damage;
8326 thorn_damage.add_damage( DT_CUT, thorn );
8327 // In general, critters don't have separate limbs
8328 // so safer to target the torso
8329 source->deal_damage( this, bodypart_id( "torso" ), thorn_damage );
8330 }
8331 if( ( !( wearing_something_on( bp_hit ) ) ) && ( has_trait( trait_CF_HAIR ) ) ) {
8332 if( !is_player() ) {
8333 if( u_see ) {
8334 add_msg( _( "%1$s gets a load of %2$s's %3$s stuck in!" ), source->disp_name(),
8335 name, ( _( "hair" ) ) );
8336 }
8337 } else {
8338 add_msg( m_good, _( "Your hairs detach into %s!" ), source->disp_name() );
8339 }
8340 source->add_effect( effect_stunned, 2_turns );
8341 if( one_in( 3 ) ) { // In the eyes!
8342 source->add_effect( effect_blind, 2_turns );
8343 }
8344 }
8345 if( worn_with_flag( "REQUIRES_BALANCE" ) && !has_effect( effect_downed ) ) {
8346 int rolls = 4;
8347 if( worn_with_flag( "ROLLER_ONE" ) ) {
8348 rolls += 2;
8349 }
8350 if( has_trait( trait_PROF_SKATER ) ) {
8351 rolls--;
8352 }
8353 if( has_trait( trait_DEFT ) ) {
8354 rolls--;
8355 }
8356
8357 if( stability_roll() < dice( rolls, 10 ) ) {
8358 if( !is_player() ) {
8359 if( u_see ) {
8360 add_msg( _( "%1$s loses their balance while being hit!" ), name );
8361 }
8362 } else {
8363 add_msg( m_bad, _( "You lose your balance while being hit!" ) );
8364 }
8365 // This kind of downing is not subject to immunity.
8366 add_effect( effect_downed, 2_turns, num_bp, 0, true );
8367 }
8368 }
8369 enchantment_cache->cast_hit_me( *this, source );
8370}
static const trait_id trait_CF_HAIR("CF_HAIR")
static const trait_id trait_QUILLS("QUILLS")
static const trait_id trait_SPINES("SPINES")
static const bionic_id bio_ods("bio_ods")
static const trait_id trait_THORNS("THORNS")
static const trait_id trait_DEFT("DEFT")
static const trait_id trait_PROF_SKATER("PROF_SKATER")
float stability_roll() const override
Returns value of player's stable footing.
virtual bool has_weapon() const =0

References _, damage_instance::add_damage(), Creature::add_effect(), add_msg(), bio_ods, Creature::check_dead_state(), Creature::deal_damage(), dice(), Creature::disp_name(), disp_name(), DT_CUT, DT_ELECTRIC, DT_STAB, effect_blind, effect_downed, effect_stunned, enchantment_cache, g, get_power_level(), has_active_bionic(), Creature::has_effect(), has_trait(), Creature::has_weapon(), Creature::is_player(), m_bad, m_good, mod_power_level(), name, num_bp, one_in(), bionic_data::power_trigger, rng(), stability_roll(), trait_CF_HAIR, trait_DEFT, trait_PROF_SKATER, trait_QUILLS, trait_SPINES, trait_THORNS, wearing_something_on(), and worn_with_flag().

Referenced by melee_attack().

◆ on_hurt()

void Character::on_hurt ( Creature source,
bool  disturb = true 
)

Handles effects that happen when the player is damaged and aware of the fact.

Definition at line 8666 of file character.cpp.

8667{
8669 ( get_part_hp_cur( bodypart_id( "head" ) ) < 25 ||
8670 get_part_hp_cur( bodypart_id( "torso" ) ) < 15 ) ) {
8671 add_effect( effect_adrenaline, 20_minutes );
8672 }
8673
8674 if( disturb ) {
8676 wake_up();
8677 }
8678 if( !is_npc() && !has_effect( effect_narcosis ) ) {
8679 if( source != nullptr ) {
8680 g->cancel_activity_or_ignore_query( distraction_type::attacked,
8681 string_format( _( "You were attacked by %s!" ),
8682 source->disp_name() ) );
8683 } else {
8684 g->cancel_activity_or_ignore_query( distraction_type::attacked, _( "You were hurt!" ) );
8685 }
8686 }
8687 }
8688}
static const trait_id trait_ADRENALINE("ADRENALINE")

References _, Creature::add_effect(), attacked, Creature::disp_name(), effect_adrenaline, effect_narcosis, effect_sleep, g, Creature::get_part_hp_cur(), Creature::has_effect(), has_trait(), Creature::is_npc(), string_format(), trait_ADRENALINE, and wake_up().

Referenced by apply_damage(), deal_damage(), and hurtall().

◆ on_item_takeoff()

void Character::on_item_takeoff ( const item it)

Called when an item is taken off.

Definition at line 9841 of file character.cpp.

9842{
9843 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9844 mutation_loss_effect( mut );
9847 if( get_stamina() > get_stamina_max() ) {
9849 }
9850 }
9851 morale->on_item_takeoff( it );
9852}
void mutation_loss_effect(const trait_id &mut)
Handles what happens when you lose a mutation.
Definition: mutation.cpp:321
std::vector< trait_id > mutations_from_wearing(const Character &guy) const
Definition: item.cpp:9071

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_loss_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by item::on_takeoff().

◆ on_item_wear()

void Character::on_item_wear ( const item it)

Called when an item is worn.

Definition at line 9826 of file character.cpp.

9827{
9828 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9829 mutation_effect( mut );
9832
9833 // If the stamina is higher than the max (Languorous), set it back to max
9834 if( get_stamina() > get_stamina_max() ) {
9836 }
9837 }
9838 morale->on_item_wear( it );
9839}
void mutation_effect(const trait_id &mut)
Handles things like removal of armor, etc.
Definition: mutation.cpp:256

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by debug_menu::character_edit_menu(), load(), and item::on_wear().

◆ on_mutation_gain()

void Character::on_mutation_gain ( const trait_id mid)

Called when a mutation is gained.

Definition at line 9867 of file character.cpp.

9868{
9869 morale->on_mutation_gain( mid );
9870 magic->on_mutation_gain( mid, *this );
9871 update_type_of_scent( mid );
9872 recalculate_enchantment_cache(); // mutations can have enchantments
9873}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by add_bionic(), known_magic::learn_spell(), load(), and mutation_effect().

◆ on_mutation_loss()

void Character::on_mutation_loss ( const trait_id mid)

Called when a mutation is lost.

Definition at line 9875 of file character.cpp.

9876{
9877 morale->on_mutation_loss( mid );
9878 magic->on_mutation_loss( mid );
9879 update_type_of_scent( mid, false );
9880 recalculate_enchantment_cache(); // mutations can have enchantments
9881}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by mutation_loss_effect().

◆ on_stat_change()

void Character::on_stat_change ( const std::string &  stat,
int  value 
)
overridevirtual

Called when a stat is changed.

Reimplemented from Creature.

Definition at line 9883 of file character.cpp.

9884{
9885 morale->on_stat_change( stat, value );
9886}

References morale.

Referenced by load(), on_effect_int_change(), set_fatigue(), set_pain(), set_painkiller(), and set_thirst().

◆ on_worn_item_transform()

void Character::on_worn_item_transform ( const item old_it,
const item new_it 
)

Called when a worn item is transformed.

Definition at line 9888 of file character.cpp.

9889{
9890 morale->on_worn_item_transform( old_it, new_it );
9891}

References morale.

Referenced by iuse_transform::use().

◆ on_worn_item_washed()

void Character::on_worn_item_washed ( const item it)

Called when an item is washed.

Definition at line 9819 of file character.cpp.

9820{
9821 if( is_worn( it ) ) {
9822 morale->on_worn_item_washed( it );
9823 }
9824}

References is_worn(), and morale.

Referenced by wash_activity_actor::finish().

◆ operator=() [1/2]

Character & Character::operator= ( Character &&  )
protecteddefault

◆ operator=() [2/2]

Character & Character::operator= ( const Character )
delete

◆ overmap_los()

bool Character::overmap_los ( const tripoint_abs_omt omt,
int  sight_points 
)

Returns true if overmap tile is within player line-of-sight.

Definition at line 626 of file character.cpp.

627{
629 const point_rel_omt offset = omt.xy() - ompos.xy();
630 if( offset.x() < -sight_points || offset.x() > sight_points ||
631 offset.y() < -sight_points || offset.y() > sight_points ) {
632 // Outside maximum sight range
633 return false;
634 }
635
636 // TODO: fix point types
637 const std::vector<tripoint> line = line_to( ompos.raw(), omt.raw(), 0, 0 );
638 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) {
639 const tripoint &pt = line[i];
640 const oter_id &ter = overmap_buffer.ter( tripoint_abs_omt( pt ) );
641 sight_points -= static_cast<int>( ter->get_see_cost() );
642 if( sight_points < 0 ) {
643 return false;
644 }
645 }
646 return true;
647}
constexpr auto & x()
Definition: coordinates.h:118
constexpr Point & raw()
Definition: coordinates.h:111
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
constexpr scale omt
Definition: coordinates.h:32
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), global_omt_location(), line(), line_to(), coords::omt, overmap_buffer, coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::ter(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), and coords::coord_point< Point, Origin, Scale >::y().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), and overmap_ui::draw_overmap_chunk().

◆ overmap_sight_range()

int Character::overmap_sight_range ( int  light_level) const

Returns the distance the player can see on the overmap.

Definition at line 649 of file character.cpp.

650{
651 int sight = sight_range( light_level );
652 if( sight < SEEX ) {
653 return 0;
654 }
655 if( sight <= SEEX * 4 ) {
656 return ( sight / ( SEEX / 2 ) );
657 }
658
659 sight = 6;
660 // The higher your perception, the farther you can see.
661 sight += static_cast<int>( get_per() / 2 );
662 // The higher up you are, the farther you can see.
663 sight += std::max( 0, posz() ) * 2;
664 // Mutations like Scout and Topographagnosia affect how far you can see.
665 sight += mutation_value( "overmap_sight" );
666
667 float multiplier = mutation_value( "overmap_multiplier" );
668 // Binoculars double your sight range.
669 const bool has_optic = ( has_item_with_flag( "ZOOM" ) || has_bionic( bio_eye_optic ) ||
670 ( is_mounted() &&
671 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) );
672 if( has_optic ) {
673 multiplier += 1;
674 }
675
676 sight = std::round( sight * multiplier );
677 return std::max( sight, 3 );
678}
static const bionic_id bio_eye_optic("bio_eye_optic")
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:597
static constexpr int SEEX
@ MF_MECH_RECON_VISION
Definition: mtype.h:117

References bio_eye_optic, get_per(), has_bionic(), has_item_with_flag(), is_mounted(), MF_MECH_RECON_VISION, mounted_creature, mutation_value(), posz(), SEEX, and sight_range().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), overmap_ui::draw_overmap_chunk(), and game::update_overmap_seen().

◆ passive_absorb_hit()

void Character::passive_absorb_hit ( const bodypart_id bp,
damage_unit du 
) const

Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.

Only flat bonuses are checked here. Multiplicative ones are checked in player::absorb_hit. The damage amount will never be reduced to less than 0. This is called from player::absorb_hit

Definition at line 7889 of file character.cpp.

7890{
7891 // >0 check because some mutations provide negative armor
7892 // Thin skin check goes before subdermal armor plates because SUBdermal
7893 if( du.amount > 0.0f ) {
7894 // HACK: Get rid of this as soon as CUT and STAB are split
7895 if( du.type == DT_STAB ) {
7896 damage_unit du_copy = du;
7897 du_copy.type = DT_CUT;
7898 du.amount -= mutation_armor( bp, du_copy );
7899 } else {
7900 du.amount -= mutation_armor( bp, du );
7901 }
7902 }
7903 du.amount -= bionic_armor_bonus( bp, du.type ); //Check for passive armor bionics
7904 du.amount -= mabuff_armor_bonus( du.type );
7905 du.amount = std::max( 0.0f, du.amount );
7906}
int mabuff_armor_bonus(damage_type type) const
Returns the armor bonus against given type from martial arts buffs.
float bionic_armor_bonus(const bodypart_id &bp, damage_type dt) const
Check for passive bionics that provide armor, and returns the armor bonus This is called from player:...
Definition: character.cpp:8196

References damage_unit::amount, bionic_armor_bonus(), DT_CUT, DT_STAB, mabuff_armor_bonus(), mutation_armor(), and damage_unit::type.

Referenced by absorb_hit(), and character_funcs::is_bp_immune_to().

◆ passive_power_gen()

void Character::passive_power_gen ( bionic bio)

Passively produce power from PERPETUAL fuel.

Definition at line 1390 of file bionics.cpp.

1391{
1392 const float passive_fuel_efficiency = bio.info().passive_fuel_efficiency;
1393 if( bio.info().fuel_opts.empty() || bio.is_this_fuel_powered( fuel_type_muscle ) ||
1394 passive_fuel_efficiency == 0.0 ) {
1395 return;
1396 }
1397 const float effective_passive_efficiency = get_effective_efficiency( bio, passive_fuel_efficiency );
1398 const std::vector<itype_id> &fuel_available = get_fuel_available( bio.id );
1399 map &here = get_map();
1400
1401 for( const itype_id &fuel : fuel_available ) {
1402 const item &tmp_fuel = item( fuel );
1403 const int fuel_energy = tmp_fuel.fuel_energy();
1404 if( !tmp_fuel.has_flag( flag_PERPETUAL ) ) {
1405 continue;
1406 }
1407
1408 if( fuel == fuel_type_sun_light ) {
1409 const double modifier = g->natural_light_level( pos().z ) / default_daylight_level();
1410 mod_power_level( units::from_kilojoule( fuel_energy ) * modifier * effective_passive_efficiency );
1411 } else if( fuel == fuel_type_wind ) {
1412 int vehwindspeed = 0;
1413 const optional_vpart_position vp = here.veh_at( pos() );
1414 if( vp ) {
1415 // vehicle velocity in mph
1416 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1417 }
1419 const double windpower = get_local_windpower( weather.windspeed + vehwindspeed,
1420 overmap_buffer.ter( global_omt_location() ), pos(), weather.winddirection,
1421 g->is_sheltered( pos() ) );
1422 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_passive_efficiency );
1423 } else {
1424 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_passive_efficiency );
1425 }
1426
1427 heat_emission( bio, fuel_energy );
1428 if( bio.info().power_gen_emission ) {
1429 here.emit_field( pos(), bio.info().power_gen_emission );
1430 }
1431 }
1432}
float passive_fuel_efficiency
Fraction of fuel energy passively converted to bionic power.
Definition: bionics.h:75

References default_daylight_level(), map::emit_field(), flag_PERPETUAL(), units::from_kilojoule(), item::fuel_energy(), bionic_data::fuel_opts, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_weather(), global_omt_location(), item::has_flag(), heat_emission(), bionic::id, bionic::info(), bionic::is_this_fuel_powered(), mod_power_level(), overmap_buffer, bionic_data::passive_fuel_efficiency, pos(), bionic_data::power_gen_emission, overmapbuffer::ter(), and map::veh_at().

Referenced by process_bionic().

◆ perform_install()

void Character::perform_install ( bionic_id  bid,
bionic_id  upbid,
int  difficulty,
int  success,
int  pl_skill,
const std::string &  installer_name,
const std::vector< trait_id > &  trait_to_rem 
)

Success or failure of installation happens here.

Definition at line 2425 of file bionics.cpp.

2428{
2429
2430 g->events().send<event_type::installs_cbm>( getID(), bid );
2431 if( upbid != bionic_id( "" ) ) {
2432 remove_bionic( upbid );
2433 //~ %1$s - name of the bionic to be upgraded (inferior), %2$s - name of the upgraded bionic (superior).
2434 add_msg( m_good, _( "Upgraded %1$s to %2$s." ),
2435 upbid.obj().name, bid.obj().name );
2436 } else {
2437 //~ %s - name of the bionic.
2438 add_msg( m_good, _( "Installed %s." ), bid.obj().name );
2439 }
2440
2441 add_bionic( bid );
2442
2443 if( !trait_to_rem.empty() ) {
2444 for( const trait_id &tid : trait_to_rem ) {
2445 if( has_trait( tid ) ) {
2446 remove_mutation( tid );
2447 }
2448 }
2449 }
2450 if( success <= 0 ) {
2451 g->events().send<event_type::fails_to_install_cbm>( getID(), bid );
2452
2453 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2454 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2455 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2456 ( 10.0 ) );
2457 bionics_install_failure( installer_name, difficulty, success, adjusted_skill );
2458 }
2459 get_map().invalidate_map_cache( g->get_levz() );
2460}
void remove_bionic(const bionic_id &b)
Removes a bionic from my_bionics[].
Definition: bionics.cpp:2688
void bionics_install_failure(const std::string &installer, int difficulty, int success, float adjusted_skill)
Definition: bionics.cpp:2502
void invalidate_map_cache(const int zlev)
Definition: map.cpp:8940
@ fails_to_install_cbm

References _, add_bionic(), add_msg(), bionic_id, bionics_install_failure(), fails_to_install_cbm, g, get_map(), getID(), has_trait(), installs_cbm, map::invalidate_map_cache(), m_good, bionic_data::name, string_id< T >::obj(), remove_bionic(), remove_mutation(), and behavior::success.

Referenced by install_bionics(), and activity_handlers::operation_do_turn().

◆ perform_special_attacks()

void Character::perform_special_attacks ( Creature t,
dealt_damage_instance dealt_dam 
)

Performs special attacks and their effects (poisonous, stinger, etc.)

Definition at line 1820 of file melee.cpp.

1821{
1822 std::vector<special_attack> special_attacks = mutation_attacks( t );
1823
1824 bool practiced = false;
1825 for( const auto &att : special_attacks ) {
1826 if( t.is_dead_state() ) {
1827 break;
1828 }
1829
1830 // TODO: Make this hit roll use unarmed skill, not weapon skill + weapon to_hit
1831 int hit_spread = t.deal_melee_attack( this, hit_roll() * 0.8 );
1832 if( hit_spread >= 0 ) {
1833 t.deal_melee_hit( this, hit_spread, false, att.damage, dealt_dam );
1834 if( !practiced ) {
1835 // Practice unarmed, at most once per combo
1836 practiced = true;
1837 as_player()->practice( skill_unarmed, rng( 0, 10 ) );
1838 }
1839 }
1840 int dam = dealt_dam.total_damage();
1841 if( dam > 0 ) {
1842 player_hit_message( this, att.text, t, dam );
1843 }
1844 }
1845}
std::vector< special_attack > mutation_attacks(Creature &t) const
Returns a vector of valid mutation attacks.
Definition: melee.cpp:1992

References Creature::as_player(), Creature::deal_melee_attack(), Creature::deal_melee_hit(), hit_roll(), Creature::is_dead_state(), mutation_attacks(), player_hit_message(), practice(), rng(), skill_unarmed, and dealt_damage_instance::total_damage().

Referenced by melee_attack().

◆ perform_technique()

void Character::perform_technique ( const ma_technique technique,
Creature t,
damage_instance di,
int &  move_cost 
)
Intelligence slightly increases chance to learn techniques when using CQB bionic

Definition at line 1398 of file melee.cpp.

1400{
1401 add_msg( m_debug, "dmg before tec:" );
1402 print_damage_info( di );
1403
1404 for( damage_unit &du : di.damage_units ) {
1405 // TODO: Allow techniques to add more damage types to attacks
1406 if( du.amount <= 0 ) {
1407 continue;
1408 }
1409
1410 du.amount += technique.damage_bonus( *this, du.type );
1411 du.damage_multiplier *= technique.damage_multiplier( *this, du.type );
1412 du.res_pen += technique.armor_penetration( *this, du.type );
1413 }
1414
1415 add_msg( m_debug, "dmg after tec:" );
1416 print_damage_info( di );
1417
1418 move_cost *= technique.move_cost_multiplier( *this );
1419 move_cost += technique.move_cost_penalty( *this );
1420
1421 if( technique.down_dur > 0 ) {
1422 t.add_effect( effect_downed, rng( 1_turns, time_duration::from_turns( technique.down_dur ) ) );
1424 if( bash.amount > 0 ) {
1425 bash.amount += 3;
1426 }
1427 }
1428
1429 if( technique.side_switch ) {
1430 const tripoint b = t.pos();
1431 int newx;
1432 int newy;
1433
1434 if( b.x > posx() ) {
1435 newx = posx() - 1;
1436 } else if( b.x < posx() ) {
1437 newx = posx() + 1;
1438 } else {
1439 newx = b.x;
1440 }
1441
1442 if( b.y > posy() ) {
1443 newy = posy() - 1;
1444 } else if( b.y < posy() ) {
1445 newy = posy() + 1;
1446 } else {
1447 newy = b.y;
1448 }
1449
1450 const tripoint &dest = tripoint( newx, newy, b.z );
1451 if( g->is_empty( dest ) ) {
1452 t.setpos( dest );
1453 }
1454 }
1455
1456 if( technique.stun_dur > 0 && !technique.powerful_knockback ) {
1457 t.add_effect( effect_stunned, rng( 1_turns, time_duration::from_turns( technique.stun_dur ) ) );
1458 }
1459
1460 if( technique.knockback_dist ) {
1461 const tripoint prev_pos = t.pos(); // track target startpoint for knockback_follow
1462 const int kb_offset_x = rng( -technique.knockback_spread, technique.knockback_spread );
1463 const int kb_offset_y = rng( -technique.knockback_spread, technique.knockback_spread );
1464 tripoint kb_point( posx() + kb_offset_x, posy() + kb_offset_y, posz() );
1465 for( int dist = rng( 1, technique.knockback_dist ); dist > 0; dist-- ) {
1466 t.knock_back_from( kb_point );
1467 }
1468 // This technique makes the player follow into the tile the target was knocked from
1469 if( technique.knockback_follow ) {
1470 const optional_vpart_position vp0 = g->m.veh_at( pos() );
1471 vehicle *const veh0 = veh_pointer_or_null( vp0 );
1472 bool to_swimmable = g->m.has_flag( "SWIMMABLE", prev_pos );
1473 bool to_deepwater = g->m.has_flag( TFLAG_DEEP_WATER, prev_pos );
1474
1475 // Check if it's possible to move to the new tile
1476 bool move_issue =
1477 g->is_dangerous_tile( prev_pos ) || // Tile contains fire, etc
1478 ( to_swimmable && to_deepwater ) || // Dive into deep water
1479 is_mounted() ||
1480 ( veh0 != nullptr && std::abs( veh0->velocity ) > 100 ) || // Diving from moving vehicle
1481 ( veh0 != nullptr && veh0->player_in_control( g->u ) ) || // Player is driving
1483
1484 if( !move_issue ) {
1485 if( t.pos() != prev_pos ) {
1486 g->place_player( prev_pos );
1487 g->on_move_effects();
1488 }
1489 }
1490 }
1491 }
1492
1493 player *p = dynamic_cast<player *>( &t );
1494
1495 if( technique.take_weapon && !has_weapon() && p != nullptr && p->is_armed() ) {
1496 if( p->is_player() ) {
1497 add_msg_if_npc( _( "<npcname> disarms you and takes your weapon!" ) );
1498 } else {
1499 add_msg_player_or_npc( _( "You disarm %s and take their weapon!" ),
1500 _( "<npcname> disarms %s and takes their weapon!" ),
1501 p->name );
1502 }
1503 item it = p->remove_weapon();
1504 wield( it );
1505 }
1506
1507 if( technique.disarms && p != nullptr && p->is_armed() ) {
1508 g->m.add_item_or_charges( p->pos(), p->remove_weapon() );
1509 if( p->is_player() ) {
1510 add_msg_if_npc( _( "<npcname> disarms you!" ) );
1511 } else {
1512 add_msg_player_or_npc( _( "You disarm %s!" ),
1513 _( "<npcname> disarms %s!" ),
1514 p->name );
1515 }
1516 }
1517
1518 //AOE attacks, feel free to skip over this lump
1519 if( !technique.aoe.empty() ) {
1520 // Remember out moves and stamina
1521 // We don't want to consume them for every attack!
1522 const int temp_moves = moves;
1523 const int temp_stamina = get_stamina();
1524
1525 std::vector<Creature *> targets;
1526
1527 valid_aoe_technique( t, technique, targets );
1528
1529 //hit only one valid target (pierce through doesn't spread out)
1530 if( technique.aoe == "impale" ) {
1531 // TODO: what if targets is empty
1532 Creature *const v = random_entry( targets );
1533 targets.clear();
1534 targets.push_back( v );
1535 }
1536
1537 //hit the targets in the lists (all candidates if wide or burst, or just the unlucky sod if deep)
1538 int count_hit = 0;
1539 for( Creature *const c : targets ) {
1540 melee_attack( *c, false );
1541 }
1542
1543 t.add_msg_if_player( m_good, vgettext( "%d enemy hit!", "%d enemies hit!", count_hit ), count_hit );
1544 // Extra attacks are free of charge (otherwise AoE attacks would SUCK)
1545 moves = temp_moves;
1546 set_stamina( temp_stamina );
1547 }
1548
1549 //player has a very small chance, based on their intelligence, to learn a style whilst using the CQB bionic
1550 if( has_active_bionic( bio_cqb ) && !martial_arts_data->knows_selected_style() ) {
1551 /** @EFFECT_INT slightly increases chance to learn techniques when using CQB bionic */
1552 // Enhanced Memory Banks bionic doubles chance to learn martial art
1553 const int bionic_boost = has_active_bionic( bionic_id( bio_memory ) ) ? 2 : 1;
1554 if( one_in( ( 1400 - ( get_int() * 50 ) ) / bionic_boost ) ) {
1555 martial_arts_data->learn_current_style_CQB( is_player() );
1556 }
1557 }
1558}
bool valid_aoe_technique(Creature &t, const ma_technique &technique)
Check if an area-of-effect technique has valid targets.
Definition: melee.cpp:1249
bool has_weapon() const override
virtual void setpos(const tripoint &pos)=0
void knock_back_from(const tripoint &p)
Definition: creature.cpp:1918
int knockback_dist
Definition: martialarts.h:125
std::string aoe
Definition: martialarts.h:128
float armor_penetration(const Character &u, damage_type type) const
float damage_multiplier(const Character &u, damage_type type) const
bool side_switch
Definition: martialarts.h:116
float damage_bonus(const Character &u, damage_type type) const
float move_cost_multiplier(const Character &u) const
float move_cost_penalty(const Character &u) const
bool take_weapon
Definition: martialarts.h:133
bool knockback_follow
Definition: martialarts.h:129
bool powerful_knockback
Definition: martialarts.h:127
float knockback_spread
Definition: martialarts.h:126
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:278
int velocity
Definition: vehicle.h:1943
static const efftype_id effect_downed("downed")
static const bionic_id bio_memory("bio_memory")
static void print_damage_info(const damage_instance &di)
Definition: melee.cpp:1381
static damage_unit & get_damage_unit(std::vector< damage_unit > &di, const damage_type dt)
Definition: melee.cpp:1369
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_amigara("amigara")
float damage_multiplier
Definition: damage.h:40
float res_pen
Definition: damage.h:38
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), damage_unit::amount, ma_technique::aoe, ma_technique::armor_penetration(), b, spell_effect::bash(), bio_cqb, bio_memory, bionic_id, c, ma_technique::damage_bonus(), damage_unit::damage_multiplier, ma_technique::damage_multiplier(), damage_instance::damage_units, ma_technique::disarms, ma_technique::down_dur, DT_BASH, effect_amigara, effect_downed, effect_stunned, time_duration::from_turns(), g, get_damage_unit(), get_int(), get_stamina(), has_active_bionic(), Creature::has_effect(), has_weapon(), is_armed(), is_mounted(), Creature::is_player(), player::is_player(), Creature::knock_back_from(), ma_technique::knockback_dist, ma_technique::knockback_follow, ma_technique::knockback_spread, m_debug, m_good, martial_arts_data, melee_attack(), move_cost(), ma_technique::move_cost_multiplier(), ma_technique::move_cost_penalty(), Creature::moves, name, one_in(), vehicle::player_in_control(), Creature::pos(), pos(), posx(), posy(), posz(), ma_technique::powerful_knockback, print_damage_info(), random_entry(), remove_weapon(), damage_unit::res_pen, rng(), set_stamina(), Creature::setpos(), ma_technique::side_switch, ma_technique::stun_dur, ma_technique::take_weapon, TFLAG_DEEP_WATER, damage_unit::type, valid_aoe_technique(), veh_pointer_or_null(), vehicle::velocity, vgettext(), and wield().

Referenced by melee_attack().

◆ perform_uninstall()

void Character::perform_uninstall ( bionic_id  bid,
int  difficulty,
int  success,
const units::energy power_lvl,
int  pl_skill 
)

Succes or failure of removal happens here.

Definition at line 2159 of file bionics.cpp.

2161{
2162 map &here = get_map();
2163 if( success > 0 ) {
2164 g->events().send<event_type::removes_cbm>( getID(), bid );
2165
2166 // until bionics can be flagged as non-removable
2167 add_msg_player_or_npc( m_neutral, _( "Your parts are jiggled back into their familiar places." ),
2168 _( "<npcname>'s parts are jiggled back into their familiar places." ) );
2169 add_msg( m_good, _( "Successfully removed %s." ), bid.obj().name );
2170 remove_bionic( bid );
2171
2172 // remove power bank provided by bionic
2173 mod_max_power_level( -power_lvl );
2174
2176 if( bid->itype().is_valid() ) {
2177 cbm = item( bid.c_str() );
2178 }
2179 cbm.faults.emplace( fault_bionic_nonsterile );
2180 here.add_item( pos(), cbm );
2181 } else {
2182 g->events().send<event_type::fails_to_remove_cbm>( getID(), bid );
2183 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2184 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2185 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2186 ( 10.0 ) );
2187 bionics_uninstall_failure( difficulty, success, adjusted_skill );
2188
2189 }
2190 here.invalidate_map_cache( g->get_levz() );
2191}
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_burnt_out_bionic("burnt_out_bionic")
void bionics_uninstall_failure(int difficulty, int success, float adjusted_skill)
When a player fails the surgery.
Definition: bionics.cpp:1846
item & add_item(const tripoint &p, item new_item)
Place an item on the map, despite the parameter name, this is not necessarily a new item.
Definition: map.cpp:4432
@ fails_to_remove_cbm

References _, map::add_item(), add_msg(), Creature::add_msg_player_or_npc(), bionics_uninstall_failure(), string_id< T >::c_str(), fails_to_remove_cbm, fault_bionic_nonsterile, item::faults, g, get_map(), getID(), map::invalidate_map_cache(), string_id< T >::is_valid(), bionic_data::itype(), itype_burnt_out_bionic, m_good, m_neutral, mod_max_power_level(), bionic_data::name, string_id< T >::obj(), pos(), remove_bionic(), removes_cbm, and behavior::success.

Referenced by activity_handlers::operation_do_turn(), and uninstall_bionic().

◆ pick_name()

void Character::pick_name ( bool  bUseDefault = false)

Returns a random name from NAMES_*.

Definition at line 129 of file newcharacter.cpp.

130{
131 if( bUseDefault && !get_option<std::string>( "DEF_CHAR_NAME" ).empty() ) {
132 name = get_option<std::string>( "DEF_CHAR_NAME" );
133 } else {
135 }
136}
std::string generate(bool is_male)
Return a random full name given gender.
Definition: name.cpp:128

References Name::generate(), male, and name.

Referenced by avatar::randomize(), npc::randomize(), and set_description().

◆ pick_technique()

matec_id Character::pick_technique ( Creature t,
const item weap,
bool  crit,
bool  dodge_counter,
bool  block_counter 
)

Returns a random valid technique.

Definition at line 1146 of file melee.cpp.

1148{
1149
1150 const std::vector<matec_id> all = martial_arts_data->get_all_techniques( weap );
1151
1152 std::vector<matec_id> possible;
1153
1154 bool downed = t.has_effect( effect_downed );
1155 bool stunned = t.has_effect( effect_stunned );
1156 bool wall_adjacent = g->m.is_wall_adjacent( pos() );
1157
1158 // first add non-aoe tecs
1159 for( const matec_id &tec_id : all ) {
1160 const ma_technique &tec = tec_id.obj();
1161
1162 // ignore "dummy" techniques like WBLOCK_1
1163 if( tec.dummy ) {
1164 continue;
1165 }
1166
1167 // skip defensive techniques
1168 if( tec.defensive ) {
1169 continue;
1170 }
1171
1172 // skip wall adjacent techniques if not next to a wall
1173 if( tec.wall_adjacent && !wall_adjacent ) {
1174 continue;
1175 }
1176
1177 // skip dodge counter techniques
1178 if( dodge_counter != tec.dodge_counter ) {
1179 continue;
1180 }
1181
1182 // skip block counter techniques
1183 if( block_counter != tec.block_counter ) {
1184 continue;
1185 }
1186
1187 // if critical then select only from critical tecs
1188 // but allow the technique if its crit ok
1189 if( !tec.crit_ok && ( crit != tec.crit_tec ) ) {
1190 continue;
1191 }
1192
1193 // don't apply downing techniques to someone who's already downed
1194 if( downed && tec.down_dur > 0 ) {
1195 continue;
1196 }
1197
1198 // don't apply "downed only" techniques to someone who's not downed
1199 if( !downed && tec.downed_target ) {
1200 continue;
1201 }
1202
1203 // don't apply "stunned only" techniques to someone who's not stunned
1204 if( !stunned && tec.stunned_target ) {
1205 continue;
1206 }
1207
1208 // don't apply disarming techniques to someone without a weapon
1209 // TODO: these are the stat requirements for tec_disarm
1210 // dice( dex_cur + get_skill_level("unarmed"), 8) >
1211 // dice(p->dex_cur + p->get_skill_level("melee"), 10))
1212 if( tec.disarms && !t.has_weapon() ) {
1213 continue;
1214 }
1215
1216 if( ( tec.take_weapon && ( has_weapon() || !t.has_weapon() ) ) ) {
1217 continue;
1218 }
1219
1220 // Don't apply humanoid-only techniques to non-humanoids
1221 if( tec.human_target && !t.in_species( HUMAN ) ) {
1222 continue;
1223 }
1224 // if aoe, check if there are valid targets
1225 if( !tec.aoe.empty() && !valid_aoe_technique( t, tec ) ) {
1226 continue;
1227 }
1228
1229 // If we have negative weighting then roll to see if it's valid this time
1230 if( tec.weighting < 0 && !one_in( std::abs( tec.weighting ) ) ) {
1231 continue;
1232 }
1233
1234 if( tec.is_valid_character( *this ) ) {
1235 possible.push_back( tec.id );
1236
1237 //add weighted options into the list extra times, to increase their chance of being selected
1238 if( tec.weighting > 1 ) {
1239 for( int i = 1; i < tec.weighting; i++ ) {
1240 possible.push_back( tec.id );
1241 }
1242 }
1243 }
1244 }
1245
1246 return random_entry( possible, tec_none );
1247}
virtual bool in_species(const species_id &) const
Definition: creature.cpp:972
bool stunned_target
Definition: martialarts.h:144
bool human_target
Definition: martialarts.h:146
bool block_counter
Definition: martialarts.h:135
bool wall_adjacent
Definition: martialarts.h:145
bool dodge_counter
Definition: martialarts.h:134
bool downed_target
Definition: martialarts.h:143
static const species_id HUMAN("HUMAN")
const std::array< type, 4 > all
For the purposes of iteration.
Definition: om_direction.h:27

References om_direction::all, ma_technique::aoe, ma_technique::block_counter, ma_technique::crit_ok, ma_technique::crit_tec, ma_technique::defensive, ma_technique::disarms, ma_technique::dodge_counter, ma_technique::down_dur, ma_technique::downed_target, ma_technique::dummy, effect_downed, effect_stunned, g, Creature::has_effect(), Creature::has_weapon(), has_weapon(), HUMAN, ma_technique::human_target, ma_technique::id, Creature::in_species(), ma_technique::is_valid_character(), martial_arts_data, one_in(), pos(), random_entry(), ma_technique::stunned_target, ma_technique::take_weapon, tec_none, valid_aoe_technique(), ma_technique::wall_adjacent, and ma_technique::weighting.

Referenced by block_hit(), melee_attack(), and on_dodge().

◆ place_corpse() [1/2]

void Character::place_corpse ( )

Definition at line 10100 of file character.cpp.

10101{
10102 //If the character/NPC is on a distant mission, don't drop their their gear when they die since they still have a local pos
10103 if( !death_drops ) {
10104 return;
10105 }
10106 std::vector<item *> tmp = inv_dump();
10108 map &here = get_map();
10109 for( auto itm : tmp ) {
10110 here.add_item_or_charges( pos(), *itm );
10111 }
10112 for( const bionic &bio : *my_bionics ) {
10113 if( bio.info().itype().is_valid() ) {
10114 item cbm( bio.id.str(), calendar::turn );
10115 cbm.faults.emplace( fault_bionic_nonsterile );
10116 body.components.push_back( cbm );
10117 }
10118 }
10119
10120 // Restore amount of installed pseudo-modules of Power Storage Units
10121 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10122 for( int i = 0; i < storage_modules.first; ++i ) {
10124 cbm.faults.emplace( fault_bionic_nonsterile );
10125 body.components.push_back( cbm );
10126 }
10127 for( int i = 0; i < storage_modules.second; ++i ) {
10129 cbm.faults.emplace( fault_bionic_nonsterile );
10130 body.components.push_back( cbm );
10131 }
10132 here.add_item_or_charges( pos(), body );
10133}
static const itype_id itype_power_storage("bio_power_storage")
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_power_storage_mkII("bio_power_storage_mkII")
bool death_drops
Definition: character.h:252
std::pair< int, int > amount_of_storage_bionics() const
Returns amount of Storage CBMs in the corpse.
Definition: bionics.cpp:2730
std::map< bodypart_str_id, bodypart > body
this is the actual body of the creature
Definition: creature.h:499
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, death_drops, fault_bionic_nonsterile, item::faults, get_map(), inv_dump(), itype_power_storage, itype_power_storage_mkII, item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), pos(), and calendar::turn.

Referenced by npc::die(), game::handle_action(), and game::is_game_over().

◆ place_corpse() [2/2]

void Character::place_corpse ( const tripoint_abs_omt om_target)

Definition at line 10135 of file character.cpp.

10136{
10137 tinymap bay;
10138 bay.load( project_to<coords::sm>( om_target ), false );
10139 point fin{ rng( 1, SEEX * 2 - 2 ), rng( 1, SEEX * 2 - 2 ) };
10140 // This makes no sense at all. It may find a random tile without furniture, but
10141 // if the first try to find one fails, it will go through all tiles of the map
10142 // and essentially select the last one that has no furniture.
10143 // Q: Why check for furniture? (Check for passable or can-place-items seems more useful.)
10144 // Q: Why not grep a random point out of all the possible points (e.g. via random_entry)?
10145 // Q: Why use furn_str_id instead of f_null?
10146 // TODO: fix it, see above.
10147 if( bay.furn( fin ) != furn_str_id( "f_null" ) ) {
10148 for( const tripoint &p : bay.points_on_zlevel() ) {
10149 if( bay.furn( p ) == furn_str_id( "f_null" ) ) {
10150 fin.x = p.x;
10151 fin.y = p.y;
10152 }
10153 }
10154 }
10155
10156 std::vector<item *> tmp = inv_dump();
10158 for( auto itm : tmp ) {
10159 bay.add_item_or_charges( fin, *itm );
10160 }
10161 for( const bionic &bio : *my_bionics ) {
10162 if( bio.info().itype().is_valid() ) {
10163 body.put_in( item( bio.info().itype(), calendar::turn ) );
10164 }
10165 }
10166
10167 // Restore amount of installed pseudo-modules of Power Storage Units
10168 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10169 for( int i = 0; i < storage_modules.first; ++i ) {
10170 body.put_in( item( "bio_power_storage" ) );
10171 }
10172 for( int i = 0; i < storage_modules.second; ++i ) {
10173 body.put_in( item( "bio_power_storage_mkII" ) );
10174 }
10175 bay.add_item_or_charges( fin, body );
10176}
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8753
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6720
Definition: map.h:2060

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, map::furn(), inv_dump(), map::load(), item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), map::points_on_zlevel(), rng(), SEEX, and calendar::turn.

◆ pos()

const tripoint & Character::pos ( ) const
overridevirtual

Implements Creature.

Definition at line 592 of file character.cpp.

593{
594 return position;
595}

References position.

Referenced by absorb_hit(), iuse::acidbomb_act(), activate_bionic(), npc::activate_item(), activate_mutation(), enchantment::activate_passive(), activity_on_turn_move_loot(), map::add_field(), add_known_trap(), inventory_selector::add_nearby_items(), npc::address_player(), npc::alt_attack(), map::apparent_light_helper(), map::apply_character_light(), apply_persistent_morale(), iuse::artifact(), npc::assess_danger(), assign_activity(), activity_handlers::atm_do_turn(), Creature::auto_find_hostile_target(), game::autopilot_vehicles(), npc::avoid_friendly_fire(), avoid_trap(), iuse::bell(), best_nearby_lifting_assist(), mattack::bio_op_disarm(), blossoms(), iuse::boltcutters(), map::build_vision_transparency_cache(), burn_fuel(), iuse::burrow(), game::butcher(), activity_handlers::butcher_finish(), butchery_drops_harvest(), butchery_quarter(), set_transformed_iuse::bypass(), iuse::cable_attach(), calc_needs_rates(), calculate_aim_cap(), calculate_dispersion(), iuse::call_of_tindalos(), iuse::camera(), player::can_continue_craft(), can_examine_at(), can_hear(), can_mount(), npc::can_move_to(), character_funcs::can_see_fine_details(), iuse_transform::can_use(), firestarter_actor::can_use(), iuse::capture_monster_act(), iexamine::cardreader_foodplace(), enchantment::cast_enchantment_spell(), iexamine::chainfence(), debug_menu::character_edit_menu(), game::chat(), check_art_charge_req(), player::check_eligible_containers_for_crafting(), vehicle::check_heli_ascend(), check_mount_is_spooked(), check_mount_will_move(), check_outbounds_activity(), relic_funcs::check_recharge_reqs(), iuse::chop_tree(), avatar::clear_memorized_tile(), doors::close_door(), game_menus::inv::compare(), complete_construction(), veh_interact::complete_vehicle(), consider_butchery(), consume_charges(), consume_effects(), player::consume_items(), consume_med(), consume_remote_fuel(), player::consume_tools(), game::control_vehicle(), cough(), npc::could_move_onto(), player::craft_consume_tools(), crafting_inventory(), craft_command::create_in_progress_craft(), game::create_starting_npcs(), map::creature_in_field(), game::critter_at(), iuse::crowbar(), iexamine::curtains(), iuse::cut_log_into_planks(), salvage_actor::cut_up(), deactivate_bionic(), deal_damage(), debug_menu::debug(), defer_move(), item_location::impl::item_on_map::describe(), item_location::impl::item_on_vehicle::describe(), trap::detect_trap(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::directional_antenna(), crafting::disassemble_all(), character_display::disp_info(), game::disp_NPCs(), game::display_scent(), npc::dispose_item(), npc::do_npc_read(), character_funcs::do_pause(), npc::do_pulp(), avatar::do_read(), npc::do_reload(), game::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), move_items_activity_actor::do_turn(), pickup_activity_actor::do_turn(), throw_activity_actor::do_turn(), iexamine::door_peephole(), game::draw(), draw_bionics_titlebar(), draw_cone_aoe_curses(), draw_env_compact(), draw_health_classic(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), game::draw_look_around_cursor(), draw_speed_tab(), game::draw_ter(), target_ui::draw_terrain_overlay(), draw_throw_aim(), draw_time_classic(), game::draw_trail_to_square(), draw_veh_compact(), draw_veh_padding(), game::drop(), drop(), drop_invalid_inventory(), npc::drop_items(), talk_function::drop_weapon(), monexamine::dump_items(), eat(), avatar_action::eat_here(), eff_fun_fungus(), eff_fun_hallu(), iuse::einktabletpc(), iexamine::elevator(), emit_radio_signal(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), env_surgery_bonus(), game::examine(), craft_command::execute(), npc::execute_action(), extract_or_wreck_cbms(), npc::faction_display(), iuse::fill_pit(), character_funcs::find_ammo_items_or_mags(), find_auto_consume(), find_best_bench(), npc::find_corpse_to_pulp(), npc::find_dangerous_explosives(), npc::find_item(), activity_handlers::find_mount_do_turn(), game::find_nearby_items(), game::find_or_make_stairs(), find_remote_fuel(), character_funcs::fine_detail_vision_mod(), hacking_activity_actor::finish(), npc::finish_read(), fire(), ranged::fire_gun(), iuse::fishing_rod(), game::fling_creature(), floor_bedding_warmth(), floor_item_warmth(), floor_warmth(), iexamine::flower_marloss(), iexamine::flower_poppy(), activity_handlers::forage_finish(), forced_dismount(), fungal_effects::fungalize(), iuse::fungicide(), mattack::fungus_sprout(), iexamine::fvat_full(), activity_handlers::game_do_turn(), iuse::gasmask(), iexamine::gaspump(), iuse::geiger(), generic_multi_activity_check_requirement(), generic_multi_activity_handler(), generic_multi_activity_locations(), avatar::get_book_reader(), character_funcs::get_crafting_helpers(), game::get_dangerous_tile(), activatable_inventory_preset::get_denial(), get_dodge(), player::get_eligible_containers_for_crafting(), get_heat_radiation(), get_hostile_creatures(), get_item_location(), avatar::get_memorized_tile(), get_next_auto_move_direction(), overmap_ui::get_overmap_path_to(), npc::get_path_avoid(), get_patient(), get_temp(), game::get_veh_dir_indicator_location(), get_visible_creatures(), ranged::get_weapon_dispersion(), talk_function::give_all_aid(), npc::go_to_omt_destination(), npc::good_escape_direction(), grab(), mattack::grab_drag(), game::grabbed_furn_move(), game::grabbed_veh_move(), npc::guard_current_pos(), iuse::gun_repair(), ranged::gunmode_checks_common(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), activity_handlers::hacksaw_finish(), iuse::hammer(), handbrake(), game::handle_action(), target_ui::handle_cursor_movement(), handle_harvest(), handle_melee_wear(), item::handle_pickup_ownership(), npc::handle_sound(), vehicle::handle_trap(), hardcoded_effects(), has_alarm_clock(), has_fire(), has_neighbor(), has_watch(), haul(), npc::heal_player(), npc::heal_self(), heat_emission(), iuse::honeycomb(), i_add_or_drop(), i_rem(), i_rem_keep_contents(), impact(), in_climate_control(), npc_trading::init_buying(), iexamine::intercom(), invoke_item(), npc::is_active(), enchantment::is_active(), place_trap_actor::is_allowed(), is_deaf(), is_driving(), monster::is_fleeing(), game::is_game_over(), game::is_in_viewport(), is_snuggling(), is_solid_neighbor(), ma_requirements::is_valid_character(), is_visible_in_range(), iuse::jackhammer(), monexamine::kill_zslave(), knock_back_to(), game::knockback(), knows_trap(), firestarter_actor::light_mod(), game::list_items(), game::list_monsters(), avatar_funcs::list_potential_theft_witnesses(), vehicle_prototype::load(), game::load(), avatar::load_map_memory(), aim_activity_actor::load_RAS_weapon(), activity_handlers::lockpicking_finish(), activity_handlers::longsalvage_finish(), game::look_around(), npc::look_for_player(), loot(), iuse::lumber(), ranged::make_gun_sound_effect(), activity_handlers::make_zlave_finish(), iuse::makemound(), item_action_generator::map_actions_to_items(), marloss_common(), melee_attack(), melee_special_effects(), avatar::memorize_symbol(), avatar::memorize_tile(), npc::method_of_attack(), mill_activate(), target_handler::mode_turrets(), modify_morale(), game::mon_info_update(), game::monmove(), iuse::mop(), npc::move(), avatar_action::move(), npc::move_away_from(), npc::move_to(), npc::move_to_next(), firestarter_actor::moves_cost_by_fuel(), game::moving_vehicle_dismount(), npc::mug_player(), multicooker_hallu(), mutation_effect(), npc::mutiny(), iuse::mycus(), inventory_selector::naturalize_category(), nearby(), iuse::note_bionics(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_assist(), mattack::nurse_check_up(), mattack::nurse_operate(), item_location::impl::item_on_map::obtain_cost(), item_location::impl::item_on_vehicle::obtain_cost(), on_dodge(), npc::on_load(), item::on_pickup(), item::on_takeoff(), item::on_wear(), open(), map::open_door(), activity_handlers::operation_do_turn(), activity_handlers::operation_finish(), operator_present(), game::overmap_npc_move(), iuse::oxytorch(), activity_handlers::oxytorch_do_turn(), activity_handlers::oxytorch_finish(), passive_power_gen(), iexamine::pay_gas(), game::peek(), perform_technique(), perform_uninstall(), perform_zone_activity_turn(), game::phasing_move(), debug_menu::pick_character(), pick_plant(), character_funcs::pick_safe_adjacent_tile(), pick_technique(), npc::pick_up_item(), iuse::pickaxe(), game::pickup_feet(), iexamine::pit_covered(), place_and_add_as_known(), place_corpse(), npc::place_on_map(), game::place_player(), start_location::place_player(), game::place_player_overmap(), iuse::play_music(), vehicle::player_in_control(), map::player_in_field(), player_on_couch(), pldrive(), item_location::impl::item_on_person::position(), firestarter_actor::prep_firestarter_use(), npc::pretend_fire(), print_aim(), npc::print_info(), print_items(), game::process_artifact(), process_bionic(), process_effects_internal(), process_items(), relic_funcs::process_recharge_entry(), sounds::process_sound_markers(), process_turn(), prompt_disassemble_single(), activity_handlers::pry_nails_finish(), iexamine::quern_examine(), plot_options::query_seed(), avatar_action::ramp_move(), mattack::ranged_pull(), reach_attack(), npc::reach_omt_destination(), read(), recalc_speed_bonus(), ranged::recoil_vehicle(), activity_handlers::reload_finish(), vehicle::remote_controlled(), monexamine::remove_bag_from(), render_wind(), veh_utils::repair_part(), requirements_map(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), iuse::robotcontrol_can_target(), rod_fish(), character_funcs::roll_can_sleep(), rooted(), rooted_message(), route_adjacent(), target_ui::run(), examine_item_menu::run(), run_cost(), avatar::save_map_memory(), npc::say(), character_funcs::search_surroundings(), npc::see_item_say_smth(), sees(), sees_with_infrared(), conditional_t< T >::set_is_driving(), set_item_inventory(), avatar::set_movement_mode(), conditional_t< T >::set_npc_role_nearby(), talk_effect_fun_t::set_u_buy_monster(), monster::setpos(), npc::setpos(), activity_handlers::shear_finish(), npc::shift(), shout(), show_armor_layers_ui(), iexamine::shrub_marloss(), sight_range(), sinkhole_safety_roll(), smash(), smoker_activate(), iexamine::smoker_options(), spawn_animal(), spawn_spores(), activity_handlers::spellcasting_finish(), spores(), standard_npc::standard_npc(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), game::start_game(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_schizophrenia(), suffer_in_sunlight(), suffer_while_underwater(), game::swap_critters(), avatar_action::swim(), symbol_color(), takeoff(), iuse::talking_doll(), iuse::tazer(), ranged::throw_item(), toolweapon_off(), toolweapon_on(), iuse::tow_attach(), iexamine::trap(), activity_handlers::travel_do_turn(), npc::travel_overmap(), iexamine::tree_hickory(), iexamine::tree_maple_tapped(), iexamine::tree_marloss(), explosion_iuse::trigger_explosion(), try_consume(), avatar_funcs::try_disarm_npc(), try_fuel_fire(), game::try_get_left_click_action(), game::try_get_right_click_action(), try_reject_mutagen(), salvage_actor::try_to_cut_up(), avatar_funcs::try_to_sleep(), iuse::unfold_generic(), uninstall_bionic(), avatar_funcs::unload_item(), update_bodytemp(), update_needs(), npc::update_path(), game::update_stair_monsters(), editmap::update_view_with_help(), iuse_transform::use(), countdown_actor::use(), explosion_iuse::use(), unfold_vehicle_iuse::use(), delayed_transform_iuse::use(), set_transform_iuse::use(), set_transformed_iuse::use(), place_monster_iuse::use(), place_npc_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), firestarter_actor::use(), fireweapon_off_actor::use(), fireweapon_on_actor::use(), manualnoise_actor::use(), musical_instrument_actor::use(), holster_actor::use(), heal_actor::use(), place_trap_actor::use(), emit_actor::use(), mutagen_iv_actor::use(), deploy_tent_actor::use(), unpack_actor::use(), use_charges(), use_fire(), valid_aoe_technique(), game::validate_camps(), game::vertical_move(), activity_handlers::vibe_do_turn(), vomit(), iuse::vortex(), wait(), game::walk_move(), npc::warn_about(), iuse::weather_tool(), npc::wield(), avatar_action::wield(), npc::wield_better_weapon(), npc::wont_hit_friend(), npc::worker_downtime(), and game::zones_manager().

◆ position_to_wear_new_item()

std::list< item >::iterator Character::position_to_wear_new_item ( const item new_item)
protected

Return the position in the worn list where new_item would be put by default.

Definition at line 3935 of file character.cpp.

3936{
3937 // By default we put this item on after the last item on the same or any
3938 // lower layer.
3939 return std::find_if(
3940 worn.rbegin(), worn.rend(),
3941 [&]( const item & w ) {
3942 return w.get_layer() <= new_item.get_layer();
3943 }
3944 ).base();
3945}

References worn.

Referenced by item_encumb(), and wear_item().

◆ posx()

◆ posy()

◆ posz()

int Character::posz ( ) const
inlineoverridevirtual

◆ pour_into() [1/2]

bool Character::pour_into ( item container,
item liquid 
)

Try to pour the given liquid into the given container/vehicle.

The transferred charges are removed from the liquid item. Check the charges of afterwards to see if anything has been transferred at all. The functions do not consume any move points.

Returns
Whether anything has been moved at all. false indicates the transfer is not possible at all. true indicates at least some of the liquid has been moved.

Definition at line 6357 of file character.cpp.

6358{
6359 std::string err;
6360 const int amount = container.get_remaining_capacity_for_liquid( liquid, *this, &err );
6361
6362 if( !err.empty() ) {
6363 add_msg_if_player( m_bad, err );
6364 return false;
6365 }
6366
6367 add_msg_if_player( _( "You pour %1$s into the %2$s." ), liquid.tname(), container.tname() );
6368
6369 container.fill_with( liquid, amount );
6370 inv.unsort();
6371
6372 if( liquid.charges > 0 ) {
6373 add_msg_if_player( _( "There's some left over!" ) );
6374 }
6375
6376 return true;
6377}
void fill_with(item &liquid, int amount=INFINITE_CHARGES)
Fill item with liquid up to its capacity.
Definition: item.cpp:8563
int get_remaining_capacity_for_liquid(const item &liquid, bool allow_bucket=false, std::string *err=nullptr) const
How much more of this liquid (in charges) can be put in this container.
Definition: item.cpp:8425

References _, Creature::add_msg_if_player(), item::charges, item::fill_with(), item::get_remaining_capacity_for_liquid(), inv, m_bad, item::tname(), and inventory::unsort().

Referenced by activity_handlers::fill_liquid_do_turn().

◆ pour_into() [2/2]

bool Character::pour_into ( vehicle veh,
item liquid 
)

Definition at line 6379 of file character.cpp.

6380{
6381 auto sel = [&]( const vehicle_part & pt ) {
6382 return pt.is_tank() && pt.can_reload( liquid );
6383 };
6384
6385 auto stack = units::legacy_volume_factor / liquid.type->stack_size;
6386 auto title = string_format( _( "Select target tank for <color_%s>%.1fL %s</color>" ),
6387 get_all_colors().get_name( liquid.color() ),
6388 round_up( to_liter( liquid.charges * stack ), 1 ),
6389 liquid.tname() );
6390
6391 auto &tank = veh_interact::select_part( veh, sel, title );
6392 if( !tank ) {
6393 return false;
6394 }
6395
6396 tank.fill_with( liquid );
6397
6398 //~ $1 - vehicle name, $2 - part name, $3 - liquid type
6399 add_msg_if_player( _( "You refill the %1$s's %2$s with %3$s." ),
6400 veh.name, tank.name(), liquid.type_name() );
6401
6402 if( liquid.charges > 0 ) {
6403 add_msg_if_player( _( "There's some left over!" ) );
6404 }
6405 return true;
6406}
double round_up(double val, unsigned int dp)
Round a value up at a given decimal place.
nc_color color() const
Returns the default color of the item (e.g.
Definition: item.cpp:4910
static vehicle_part & select_part(const vehicle &veh, const part_selector &sel, const std::string &title=std::string())
Prompt for a part matching the selector function.
std::string name
Definition: vehicle.h:1874
color_manager & get_all_colors()
Definition: color.cpp:45
std::string title(holiday current_holiday)
Definition: path_info.cpp:326
constexpr double to_liter(const volume &v)
Definition: units_volume.h:43
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
Structure, describing vehicle part (i.e., wheel, seat)
Definition: vehicle.h:186

References _, Creature::add_msg_if_player(), item::charges, item::color(), get_all_colors(), get_name(), units::legacy_volume_factor, vehicle::name, round_up(), veh_interact::select_part(), itype::stack_size, string_format(), PATH_INFO::title(), item::tname(), units::to_liter(), item::type, and item::type_name().

◆ power_rating()

float Character::power_rating ( ) const
overridevirtual

Returns an approximation of the creature's strength.

Implements Creature.

Definition at line 9947 of file character.cpp.

9948{
9949 int dmg = std::max( { weapon.damage_melee( DT_BASH ),
9952 } );
9953
9954 int ret = 2;
9955 // Small guns can be easily hidden from view
9956 if( weapon.volume() <= 250_ml ) {
9957 ret = 2;
9958 } else if( weapon.is_gun() ) {
9959 ret = 4;
9960 } else if( dmg > 12 ) {
9961 ret = 3; // Melee weapon or weapon-y tool
9962 }
9963 if( get_size() == MS_HUGE ) {
9964 ret += 1;
9965 }
9966 if( is_wearing_power_armor( nullptr ) ) {
9967 ret = 5; // No mercy!
9968 }
9969 return ret;
9970}

References item::damage_melee(), DT_BASH, DT_CUT, DT_STAB, get_size(), item::is_gun(), is_wearing_power_armor(), MS_HUGE, cata::hash64_detail::ret, item::volume(), and weapon.

◆ practice()

void Character::practice ( const skill_id id,
int  amount,
int  cap = 99,
bool  suppress_warning = false 
)

This handles giving xp for a skill.

Definition at line 3398 of file character.cpp.

3399{
3400 SkillLevel &level = get_skill_level_object( id );
3401 const Skill &skill = id.obj();
3402 std::string skill_name = skill.name();
3403
3404 if( !level.can_train() && !in_sleep_state() ) {
3405 // If leveling is disabled, don't train, don't drain focus, don't print anything
3406 // Leaving as a skill method rather than global for possible future skill cap setting
3407 return;
3408 }
3409
3410 const auto highest_skill = [&]() {
3411 std::pair<skill_id, int> result( skill_id::NULL_ID(), -1 );
3412 for( const auto &pair : *_skills ) {
3413 const SkillLevel &lobj = pair.second;
3414 if( lobj.level() > result.second ) {
3415 result = std::make_pair( pair.first, lobj.level() );
3416 }
3417 }
3418 return result.first;
3419 };
3420
3421 const bool isSavant = has_trait( trait_SAVANT );
3422 const skill_id savantSkill = isSavant ? highest_skill() : skill_id::NULL_ID();
3423
3424 amount = adjust_for_focus( amount );
3425
3426 if( has_trait( trait_PACIFIST ) && skill.is_combat_skill() ) {
3427 if( !one_in( 3 ) ) {
3428 amount = 0;
3429 }
3430 }
3431 if( has_trait_flag( "PRED2" ) && skill.is_combat_skill() ) {
3432 if( one_in( 3 ) ) {
3433 amount *= 2;
3434 }
3435 }
3436 if( has_trait_flag( "PRED3" ) && skill.is_combat_skill() ) {
3437 amount *= 2;
3438 }
3439
3440 if( has_trait_flag( "PRED4" ) && skill.is_combat_skill() ) {
3441 amount *= 3;
3442 }
3443
3444 if( isSavant && id != savantSkill ) {
3445 amount /= 2;
3446 }
3447
3448 if( amount > 0 && get_skill_level( id ) > cap ) { //blunt grinding cap implementation for crafting
3449 amount = 0;
3450 if( !suppress_warning && one_in( 5 ) ) {
3452 }
3453 }
3454 if( amount > 0 && level.isTraining() ) {
3455 int oldLevel = get_skill_level( id );
3456 get_skill_level_object( id ).train( amount );
3457 int newLevel = get_skill_level( id );
3458 if( newLevel > oldLevel ) {
3459 g->events().send<event_type::gains_skill_level>( getID(), id, newLevel );
3460 }
3461 if( is_player() && newLevel > oldLevel ) {
3462 add_msg( m_good, _( "Your skill in %s has increased to %d!" ), skill_name, newLevel );
3463 }
3464 if( is_player() && newLevel > cap ) {
3465 //inform player immediately that the current recipe can't be used to train further
3466 add_msg( m_info, _( "You feel that %s tasks of this level are becoming trivial." ),
3467 skill_name );
3468 }
3469
3470 int chance_to_drop = focus_pool;
3471 focus_pool -= chance_to_drop / 100;
3472 // Apex Predators don't think about much other than killing.
3473 // They don't lose Focus when practicing combat skills.
3474 if( ( rng( 1, 100 ) <= ( chance_to_drop % 100 ) ) && ( !( has_trait_flag( "PRED4" ) &&
3475 skill.is_combat_skill() ) ) ) {
3476 focus_pool--;
3477 }
3478 }
3479
3481}
static const trait_id trait_SAVANT("SAVANT")
static const trait_id trait_PACIFIST("PACIFIST")
SkillLevel & get_skill_level_object(const skill_id &ident)
Definition: character.cpp:3327
int adjust_for_focus(int amount) const
Definition: character.cpp:9910
bool can_train() const
Definition: skill.cpp:311
bool isTraining() const
Definition: skill.h:117
void practice()
Definition: skill.cpp:297
void train(int amount, bool skip_scaling=false)
Definition: skill.cpp:223
void show_skill_capped_notice(const Character &who, const skill_id &id)
This shows warning to the player that their current activity will not give them xp.

References _, _skills, add_msg(), adjust_for_focus(), SkillLevel::can_train(), focus_pool, g, gains_skill_level, get_skill_level(), get_skill_level_object(), getID(), has_trait(), has_trait_flag(), id, in_sleep_state(), Skill::is_combat_skill(), Creature::is_player(), SkillLevel::isTraining(), SkillLevel::level(), m_good, m_info, Skill::name(), string_id< Skill >::NULL_ID(), one_in(), SkillLevel::practice(), rng(), character_funcs::show_skill_capped_notice(), SkillLevel::train(), trait_PACIFIST, and trait_SAVANT.

Referenced by vehicle::act_on_map(), activity_handlers::butcher_finish(), butchery_drops_harvest(), talk_function::companion_skill_trainer(), crafting::complete_disassemble(), veh_interact::complete_vehicle(), player::craft_skill_gain(), salvage_actor::cut_up(), character_funcs::do_pause(), iuse::einktabletpc(), heal_actor::finish_using(), ranged::fire_gun(), activity_handlers::fish_do_turn(), iuse::fish_trap(), iexamine::fvat_full(), iuse::gun_repair(), hack_attempt(), computer_session::hack_attempt(), hackveh(), install_bionics(), place_trap_actor::data::load(), activity_handlers::make_zlave_finish(), melee_train(), iuse::multicooker(), on_dodge(), perform_special_attacks(), pick_plant(), vehicle::pldrive(), iexamine::practice_survival_while_foraging(), activity_handlers::pry_nails_finish(), activity_handlers::pulp_do_turn(), repair_item_actor::repair(), veh_utils::repair_part(), activity_handlers::robot_control_finish(), talk_trial::roll(), smash(), activity_handlers::start_fire_finish(), activity_handlers::study_spell_finish(), avatar_action::swim(), ranged::throw_item(), place_trap_actor::use(), and sew_advanced_actor::use().

◆ primary_weapon() [1/2]

item & Character::primary_weapon ( )

Legacy code hack, don't use.

Returns the first wielded weapon or a null item. Use wielded_items instead.

Definition at line 154 of file melee.cpp.

155{
156 return const_cast<item &>( const_cast<const Character *>( this )->primary_weapon() );
157}

References primary_weapon().

Referenced by activate_bionic(), npc::aim(), npc::alt_attack(), avatar_action::autoattack(), npc::average_damage_dealt(), best_shield(), mattack::bio_op_disarm(), mattack::bio_op_takedown(), block_hit(), npc::can_reload_current(), cast_spell(), npc::character_danger(), debug_menu::character_edit_menu(), check_art_charge_req(), npc::check_or_use_weapon_cbm(), mattack::copbot(), avatar::create(), deactivate_bionic(), npc::decide_needs(), throw_activity_actor::do_turn(), iuse::ehandcuffs(), explosion_handler::emp_blast(), npc::execute_action(), npc::faction_display(), fire(), ranged::fire_gun(), avatar_action::fire_wielded_weapon(), character_funcs::fmt_wielded_weapon(), npc::form_opinion(), mattack::frag(), aim_activity_actor::get_weapon(), give_item_to(), mattack::grab(), game::handle_action(), handle_problematic_pickup(), hardcoded_mutation_attack(), npc_trading::init_buying(), character_effects::intimidation(), npc::invalidate_range_cache(), is_armed(), steal_inventory_preset::is_shown(), ma_requirements::is_valid_character(), mdeath::jabberwock(), ma_style_callback::key(), game::list_monsters(), character_martial_arts::martialart_use_message(), melee_attack(), melee_special_effects(), avatar_action::mend(), npc::method_of_attack(), npc::move(), avatar_action::move(), npc::move_pause(), npc::move_to(), character_funcs::normalize(), npc::npc_dismount(), on_dodge(), parse_tags(), monexamine::pet_menu(), pick_one_up(), avatar_action::plthrow(), primary_weapon(), print_aim(), npc::print_info(), game::process_artifact(), item::process_extinguish(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), npc::randomize(), reach_attack(), reach_attack(), mattack::rifle(), mattack::riotbot(), examine_item_menu::run(), character_martial_arts::selected_style_name(), conditional_t< T >::set_can_stow_weapon(), gun_actor::shoot(), smash(), npc::smash_ability(), spell_effect::spawn_ethereal_item(), starting_inv(), npc::starting_weapon(), npc::stow_item(), mattack::tankgun(), avatar_funcs::try_disarm_npc(), game::try_get_right_click_action(), character_funcs::try_wield_contents(), trading_window::update_win(), used_weapon(), npc::value(), weather_effect::wet_player(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), npc_ai::wielded_value(), and memorial_logger::write().

◆ primary_weapon() [2/2]

const item & Character::primary_weapon ( ) const

Definition at line 149 of file melee.cpp.

150{
151 return weapon;
152}

References weapon.

◆ print_health()

void Character::print_health ( ) const

Definition at line 4201 of file character.cpp.

4202{
4203 if( !is_player() ) {
4204 return;
4205 }
4206 int current_health = get_healthy();
4207 if( has_trait( trait_SELFAWARE ) ) {
4208 add_msg_if_player( _( "Your current health value is %d." ), current_health );
4209 }
4210
4211 static const std::map<int, std::string> msg_categories = {
4212 { -100, "health_horrible" },
4213 { -50, "health_very_bad" },
4214 { -10, "health_bad" },
4215 { 10, "" },
4216 { 50, "health_good" },
4217 { 100, "health_very_good" },
4218 { INT_MAX, "health_great" }
4219 };
4220
4221 auto iter = msg_categories.lower_bound( current_health );
4222 if( iter != msg_categories.end() && !iter->second.empty() ) {
4223 const translation msg = SNIPPET.random_from_category( iter->second ).value_or( translation() );
4224 add_msg_if_player( current_health > 0 ? m_good : m_bad, "%s", msg );
4225 }
4226}

References _, Creature::add_msg_if_player(), get_healthy(), has_trait(), Creature::is_player(), m_bad, m_good, snippet_library::random_from_category(), SNIPPET, and trait_SELFAWARE.

Referenced by activate_mutation(), and avatar::wake_up().

◆ print_info()

int Character::print_info ( const catacurses::window w,
int  vStart,
int  vLines,
int  column 
) const
overridevirtual

Write information about this creature.

Parameters
wthe window to print the text into.
vStartvertical start to print, that means the first line to print.
vLinesnumber of lines to print at most (printing less is fine).
columnhorizontal start to print (column), horizontal end is one character before the right border of the window (to keep the border).
Returns
The line just behind the last printed line, that means multiple calls to this can be stacked, the return value is acceptable as vStart for the next call without creating empty lines or overwriting lines.

Implements Creature.

Reimplemented in npc.

Definition at line 10325 of file character.cpp.

10326{
10327 mvwprintw( w, point( column, vStart++ ), _( "You (%s)" ), name );
10328 return vStart;
10329}
void mvwprintw(const window &win, point p, const std::string &text)

References _, catacurses::mvwprintw(), and name.

◆ process_bionic()

void Character::process_bionic ( bionic bio)

Handles bionic effects over time of the entered bionic.

Definition at line 1602 of file bionics.cpp.

1603{
1604 if( ( !bio.id->fuel_opts.empty() || bio.id->is_remote_fueled ) && bio.is_auto_start_on() ) {
1605 const float start_threshold = bio.get_auto_start_thresh();
1606 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1607 if( bio.id->is_remote_fueled ) {
1608 const itype_id rem_fuel = find_remote_fuel();
1609 const std::string rem_amount = get_value( "rem_" + rem_fuel.str() );
1610 int rem_fuel_stock = 0;
1611 if( !rem_amount.empty() ) {
1612 rem_fuel_stock = std::stoi( rem_amount );
1613 }
1614 if( !rem_fuel.is_empty() && ( rem_fuel_stock > 0 ||
1615 item( rem_fuel ).has_flag( flag_PERPETUAL ) ) ) {
1616 fuel_available.emplace_back( rem_fuel );
1617 }
1618 }
1619 if( !fuel_available.empty() && get_power_level() <= start_threshold * get_max_power_level() ) {
1620 g->u.activate_bionic( bio );
1621 } else if( get_power_level() <= start_threshold * get_max_power_level() &&
1622 calendar::once_every( 1_hours ) ) {
1623 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to use Auto Start." ),
1624 _( "<npcname>'s %s does not have enough fuel to use Auto Start." ),
1625 bio.info().name );
1626 }
1627 }
1628
1629 // Only powered bionics should be processed
1630 if( !bio.powered ) {
1631 passive_power_gen( bio );
1632 return;
1633 }
1634
1635 // These might be affected by environmental conditions, status effects, faulty bionics, etc.
1636 int discharge_factor = 1;
1637 int discharge_rate = 1;
1638
1639 if( bio.charge_timer > 0 ) {
1640 bio.charge_timer -= discharge_rate;
1641 } else {
1642 if( bio.info().charge_time > 0 ) {
1643 if( bio.info().has_flag( STATIC( flag_str_id( "BIONIC_POWER_SOURCE" ) ) ) ) {
1644 // Convert fuel to bionic power
1645 burn_fuel( bio );
1646 // This is our first turn of charging, so subtract a turn from the recharge delay.
1647 bio.charge_timer = std::max( 0, bio.info().charge_time - 1 );
1648 } else {
1649 // Try to recharge our bionic if it is made for it
1650 units::energy cost = 0_J;
1651 bool recharged = attempt_recharge( *this, bio, cost, discharge_factor, discharge_rate );
1652 if( !recharged ) {
1653 // No power to recharge, so deactivate
1654 bio.powered = false;
1655 add_msg_if_player( m_neutral, _( "Your %s powers down." ), bio.info().name );
1656 // This purposely bypasses the deactivation cost
1657 deactivate_bionic( bio, true );
1658 return;
1659 }
1660 if( cost > 0_J ) {
1661 mod_power_level( -cost );
1662 }
1663 }
1664 }
1665 }
1666
1667 // Bionic effects on every turn they are active go here.
1668 if( bio.id == bio_remote ) {
1669 if( g->remoteveh() == nullptr && get_value( "remote_controlling" ).empty() ) {
1670 bio.powered = false;
1671 add_msg_if_player( m_warning, _( "Your %s has lost connection and is turning off." ),
1672 bio.info().name );
1673 }
1674 } else if( bio.id == bio_hydraulics ) {
1675 // Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
1676 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
1677 static_cast<std::string>( bio_hydraulics ) );
1678 } else if( bio.id == bio_nanobots ) {
1679 int threshold_kcal = bio.info().kcal_trigger > 0 ? 0.85f * max_stored_kcal() +
1680 bio.info().kcal_trigger : 0;
1681 const auto can_use_bionic = [this, &bio, threshold_kcal]() -> bool {
1682 const bool is_kcal_sufficient = get_stored_kcal() >= threshold_kcal;
1683 const bool is_power_sufficient = get_power_level() >= bio.info().power_trigger;
1684 return is_kcal_sufficient && is_power_sufficient;
1685 };
1686 if( get_stored_kcal() < threshold_kcal ) {
1687 bio.powered = false;
1688 add_msg_if_player( m_warning, _( "Your %s shut down to conserve calories." ), bio.info().name );
1689 deactivate_bionic( bio );
1690 return;
1691 }
1692 if( calendar::once_every( 30_turns ) ) {
1693 std::vector<effect *> bleeding_list = get_all_effects_of_type( effect_bleed );
1694 // Essential parts (Head/Torso) first.
1695 std::sort( bleeding_list.begin(), bleeding_list.end(),
1696 []( effect * a, effect * b ) {
1697 return a->get_bp()->essential > b->get_bp()->essential;
1698 } );
1699 if( !bleeding_list.empty() ) {
1700 effect *e = bleeding_list[0];
1701 if( e->get_intensity() > 1 ) {
1702 add_msg_if_player( "Your %s slow the bleeding on your %s", bio.info().name, e->get_bp()->name );
1703 e->mod_intensity( -1, false );
1704 } else {
1705 add_msg_if_player( "Your %s staunch the bleeding on your %s", bio.info().name, e->get_bp()->name );
1706 e->set_removed();
1707 }
1708 }
1709 if( calendar::once_every( 2_minutes ) ) {
1710 std::vector<bodypart_id> damaged_hp_parts;
1711 std::vector<effect *> mending_list;
1712
1713 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
1714 const int hp_cur = get_part_hp_cur( bp );
1715 if( !is_limb_broken( bp ) && hp_cur < get_part_hp_max( bp ) ) {
1716 damaged_hp_parts.push_back( bp );
1717 } else if( has_effect( effect_mending, bp.id() ) &&
1719 effect *e = &get_effect( effect_mending, bp->token );
1720 mending_list.push_back( e );
1721 }
1722 }
1723 if( !damaged_hp_parts.empty() ) {
1724 // Essential parts are considered 10 HP lower than non-essential parts for the purpose of determining priority.
1725 // I'd use the essential_value, but it's tied up in the heal_actor class of iuse_actor.
1726 std::sort( damaged_hp_parts.begin(), damaged_hp_parts.end(),
1727 [this]( const bodypart_id & a, const bodypart_id & b ) {
1728 return ( get_part_hp_cur( a ) - a->essential * 10 ) < ( get_part_hp_cur( b ) - b->essential * 10 );
1729 } );
1730 for( bodypart_id &bpid : damaged_hp_parts ) {
1731 if( !can_use_bionic() ) {
1732 return;
1733 }
1734 heal( bpid, 1 );
1737 }
1738 }
1739 if( !mending_list.empty() ) {
1740 for( effect *e : mending_list ) {
1741 if( !can_use_bionic() ) {
1742 return;
1743 }
1744 e->mod_duration( e->get_max_duration() / 100 );
1747 }
1748 }
1749 }
1750 }
1751 } else if( bio.id == bio_painkiller ) {
1752 const int pkill = get_painkiller();
1753 const int pain = get_pain();
1754 const units::energy trigger_cost = bio.info().power_trigger;
1755 int max_pkill = std::min( 150, pain );
1756 if( pkill < max_pkill ) {
1757 mod_painkiller( 1 );
1758 mod_power_level( -trigger_cost );
1759 }
1760
1761 // Only dull pain so extreme that we can't pkill it safely
1762 if( pkill >= 150 && pain > pkill && get_stim() > -150 ) {
1763 mod_pain( -1 );
1764 // Negative side effect: negative stim
1765 mod_stim( -1 );
1766 mod_power_level( -trigger_cost );
1767 }
1768 } else if( bio.id == bio_gills ) {
1769 if( has_effect( effect_asthma ) ) {
1771 _( "You feel your throat open up and air filling your lungs!" ) );
1773 }
1774 } else if( bio.id == bio_evap ) {
1775 // Aero-Evaporator provides water at 60 watts with 2 L / kWh efficiency
1776 // which is 10 mL per 5 minutes. Humidity can modify the amount gained.
1777 if( calendar::once_every( 5_minutes ) ) {
1778 const w_point &weatherPoint = get_weather().get_precise();
1779 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
1780 g->is_sheltered( g->u.pos() ) );
1781 // in thirst units = 5 mL water
1782 int water_available = std::lround( humidity * 3.0 / 100.0 );
1783 // At 50% relative humidity or more, the player will draw 10 mL
1784 // At 16% relative humidity or less, the bionic will give up
1785 if( water_available == 0 ) {
1787 _( "There is not enough humidity in the air for your %s to function." ),
1788 bio.info().name );
1789 deactivate_bionic( bio );
1790 } else if( water_available == 1 ) {
1792 _( "Your %s issues a low humidity warning. Efficiency is reduced." ),
1793 bio.info().name );
1794 }
1795
1796 mod_thirst( -water_available );
1797 }
1798
1801 _( "You are properly hydrated. Your %s chirps happily." ),
1802 bio.info().name );
1803 deactivate_bionic( bio );
1804 }
1805 } else if( bio.id == bio_ads ) {
1806 if( bio.charge_timer < 2 ) {
1807 bio.charge_timer = 2;
1808 }
1809 if( bio.energy_stored < 150_kJ ) {
1810 // Max recharge rate is influenced by whether you've been hit or not.
1811 // See character.cpp for how charge_timer keeps track of that for this bionic.
1812 units::energy max_rate = 10_kJ;
1813 if( bio.charge_timer > 2 ) {
1814 max_rate /= 2;
1815 }
1816 units::energy ads_recharge = std::min( max_rate, 150_kJ - bio.energy_stored );
1817 if( ads_recharge < get_power_level() ) {
1818 mod_power_level( - ads_recharge );
1819 bio.energy_stored += ads_recharge;
1820 } else if( get_power_level() != 0_kJ ) {
1823 }
1824 if( bio.energy_stored == 150_kJ ) {
1825 add_msg_if_player( m_good, _( "Your %s quietens to a satisfied thrum." ), bio.info().name );
1826 }
1827 } else if( bio.energy_stored > 150_kJ ) {
1828 bio.energy_stored = 150_kJ;
1829 }
1830 } else if( bio.id == afs_bio_dopamine_stimulators ) {
1831 add_morale( MORALE_FEELING_GOOD, 20, 20, 30_minutes, 20_minutes, true );
1832 } else if( bio.id == bio_radscrubber ) {
1833 if( calendar::once_every( 10_minutes ) ) {
1834 const units::energy trigger_cost = bio.info().power_trigger;
1835
1836 if( get_rad() > 0 && bio.energy_stored >= trigger_cost ) {
1837 add_msg_if_player( m_good, _( "Your %s completed a scrubbing cycle." ), bio.info().name );
1838
1839 mod_rad( std::max( -10, -get_rad() ) );
1840 mod_power_level( -trigger_cost );
1841 }
1842 }
1843 }
1844}
static const efftype_id effect_bleed("bleed")
static bool attempt_recharge(Character &p, bionic &bio, units::energy &amount, int factor=1, int rate=1)
Definition: bionics.cpp:1582
static const efftype_id effect_asthma("asthma")
static const bionic_id afs_bio_dopamine_stimulators("afs_bio_dopamine_stimulators")
static const bionic_id bio_nanobots("bio_nanobots")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const bionic_id bio_radscrubber("bio_radscrubber")
static const bionic_id bio_gills("bio_gills")
static const std::string flag_SPLINT("SPLINT")
static const efftype_id effect_mending("mending")
void mod_painkiller(int npkill)
Modifies intensity of painkillers
Definition: character.cpp:9760
void passive_power_gen(bionic &bio)
Passively produce power from PERPETUAL fuel.
Definition: bionics.cpp:1390
std::vector< const effect * > get_all_effects_of_type(const efftype_id &eff_id) const
Returns pointers to all effects matching given type.
Definition: creature.cpp:1250
void set_removed()
Definition: effect.h:249
constexpr double a
Definition: magic.cpp:1030
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
int kcal_trigger
Kcal cost when the bionic's special effect is triggered.
Definition: bionics.h:45
float get_auto_start_thresh() const
Definition: bionics.cpp:2855
bool is_auto_start_on() const
Definition: bionics.cpp:2860
translation name
Definition: bodypart.h:95

References _, a, sounds::activity, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), afs_bio_dopamine_stimulators, attempt_recharge(), b, bio_ads, bio_evap, bio_gills, bio_hydraulics, bio_nanobots, bio_painkiller, bio_radscrubber, bio_remote, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, deactivate_bionic(), effect_asthma, effect_bleed, effect_mending, bionic::energy_stored, find_remote_fuel(), flag_PERPETUAL(), flag_SPLINT(), bionic_data::fuel_opts, g, Creature::get_all_body_parts(), Creature::get_all_effects_of_type(), bionic::get_auto_start_thresh(), effect::get_bp(), Creature::get_effect(), get_fuel_available(), effect::get_intensity(), get_local_humidity(), get_max_power_level(), Creature::get_pain(), get_painkiller(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), get_power_level(), weather_manager::get_precise(), get_rad(), get_stim(), get_stored_kcal(), get_thirst(), Creature::get_value(), get_weather(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), has_trait(), heal(), w_point::humidity, hydrated, bionic::id, string_id< T >::id(), bionic::info(), bionic::is_auto_start_on(), string_id< T >::is_empty(), is_limb_broken(), bionic_data::is_remote_fueled, bionic_data::kcal_trigger, m_bad, m_good, m_mixed, m_neutral, m_warning, max_stored_kcal(), effect::mod_intensity(), mod_pain(), mod_painkiller(), mod_power_level(), mod_rad(), mod_stim(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_GOOD, bionic_data::name, body_part_type::name, calendar::once_every(), Creature::pain, passive_power_gen(), pkill, pos(), bionic_data::power_trigger, bionic::powered, Creature::remove_effect(), effect::set_removed(), sounds::sound(), STATIC, string_id< T >::str(), trait_REGEN_LIZ, and worn_with_flag().

Referenced by suffer().

◆ process_effects_internal()

void Character::process_effects_internal ( )
overridevirtual

Processes human-specific effects of effects before calling Creature::process_effects().

Implements Creature.

Definition at line 526 of file character_turn.cpp.

527{
528 //Special Removals
529 if( has_effect( effect_darkness ) && g->is_in_sunlight( pos() ) ) {
531 }
533 vomit();
535 add_msg_if_player( m_bad, _( "We have mistakenly colonized a local guide! Purging now." ) );
536 }
547 add_msg_if_player( m_good, _( "Something writhes and inside of you as it dies." ) );
548 }
555 }
558 add_msg_if_player( m_good, _( "Your bowels gurgle as something inside them dies." ) );
559 }
560
561 //Human only effects
562 for( auto &elem : *effects ) {
563 for( auto &_effect_it : elem.second ) {
564 if( !_effect_it.second.is_removed() ) {
565 process_one_effect( _effect_it.second, false );
566 }
567 }
568 }
569}
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_dermatik("dermatik")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PARAIMMUNE("PARAIMMUNE")
static const efftype_id effect_darkness("darkness")
static const efftype_id effect_paincysts("paincysts")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const efftype_id effect_brainworms("brainworms")
void process_one_effect(effect &it, bool is_new) override
Processes human-specific effects of an effect.

References _, Creature::add_msg_if_player(), effect_bloodworms, effect_brainworms, effect_darkness, effect_dermatik, effect_fungus, effect_paincysts, effect_tapeworm, Creature::effects, g, Creature::has_effect(), has_trait(), m_bad, m_good, pos(), process_one_effect(), Creature::remove_effect(), trait_ACIDBLOOD, trait_EATHEALTH, trait_M_IMMUNE, trait_PARAIMMUNE, and vomit().

◆ process_items()

void Character::process_items ( )

Process active items.

Definition at line 797 of file character_turn.cpp.

798{
799 if( weapon.needs_processing() && weapon.process( as_player(), pos(), false ) ) {
800 weapon = item();
801 }
802
803 std::vector<item *> inv_active = inv.active_items();
804 for( item *tmp_it : inv_active ) {
805 if( tmp_it->process( as_player(), pos(), false ) ) {
806 inv.remove_item( tmp_it );
807 }
808 }
809
810 // worn items
811 remove_worn_items_with( [this]( item & itm ) {
812 return itm.needs_processing() && itm.process( as_player(), pos(), false );
813 } );
814
815 // Active item processing done, now we're recharging.
816 std::vector<item *> active_worn_items;
817 bool weapon_active = weapon.has_flag( "USE_UPS" ) &&
819 std::vector<size_t> active_held_items;
820 int ch_UPS = 0;
821 for( size_t index = 0; index < inv.size(); index++ ) {
822 item &it = inv.find_item( index );
823 itype_id identifier = it.type->get_id();
824 if( identifier == itype_UPS_off ) {
825 ch_UPS += it.ammo_remaining();
826 } else if( identifier == itype_adv_UPS_off ) {
827 ch_UPS += it.ammo_remaining() / 0.6;
828 }
829 if( it.has_flag( "USE_UPS" ) && it.charges < it.type->maximum_charges() ) {
830 active_held_items.push_back( index );
831 }
832 }
833 bool update_required = get_check_encumbrance();
834 for( item &w : worn ) {
835 if( w.has_flag( "USE_UPS" ) &&
836 w.charges < w.type->maximum_charges() ) {
837 active_worn_items.push_back( &w );
838 }
839 // Necessary for UPS in Aftershock - check worn items for charge
840 const itype_id &identifier = w.typeId();
841 if( identifier == itype_UPS_off ) {
842 ch_UPS += w.ammo_remaining();
843 } else if( identifier == itype_adv_UPS_off ) {
844 ch_UPS += w.ammo_remaining() / 0.6;
845 }
846 if( !update_required && w.encumbrance_update_ ) {
847 update_required = true;
848 }
849 w.encumbrance_update_ = false;
850 }
851 if( update_required ) {
853 }
854 if( has_active_bionic( bionic_id( "bio_ups" ) ) ) {
856 }
857 int ch_UPS_used = 0;
858
859 // Load all items that use the UPS to their minimal functional charge,
860 // The tool is not really useful if its charges are below charges_to_use
861 for( size_t index : active_held_items ) {
862 if( ch_UPS_used >= ch_UPS ) {
863 break;
864 }
865 item &it = inv.find_item( index );
866 ch_UPS_used++;
867 it.charges++;
868 }
869 if( weapon_active && ch_UPS_used < ch_UPS ) {
870 ch_UPS_used++;
871 weapon.charges++;
872 }
873 for( item *worn_item : active_worn_items ) {
874 if( ch_UPS_used >= ch_UPS ) {
875 break;
876 }
877 ch_UPS_used++;
878 worn_item->charges++;
879 }
880 if( ch_UPS_used > 0 ) {
881 use_charges( itype_UPS, ch_UPS_used );
882 }
883}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS("UPS")
static const itype_id itype_UPS_off("UPS_off")
bool get_check_encumbrance()
Definition: character.h:2015
std::vector< item * > active_items()
Definition: inventory.cpp:1089
size_t size() const
Definition: inventory.cpp:167
bool process(player *carrier, const tripoint &pos, bool activate, temperature_flag flag=temperature_flag::TEMP_NORMAL)
This is called once each turn.
Definition: item.cpp:9586
bool needs_processing() const
Whether the item should be processed (by calling process).
Definition: item.cpp:8930
int maximum_charges() const
Definition: itype.cpp:123

References inventory::active_items(), item::ammo_remaining(), Creature::as_player(), bionic_id, item::charges, inventory::find_item(), get_check_encumbrance(), itype::get_id(), get_power_level(), has_active_bionic(), item::has_flag(), inv, itype_adv_UPS_off, itype_UPS, itype_UPS_off, itype::maximum_charges(), item::needs_processing(), pos(), item::process(), inventory::remove_item(), remove_worn_items_with(), reset_encumbrance(), inventory::size(), units::to_kilojoule(), item::type, use_charges(), weapon, and worn.

Referenced by npc::on_load(), and process_turn().

◆ process_one_effect()

void Character::process_one_effect ( effect it,
bool  is_new 
)
overridevirtual

Processes human-specific effects of an effect.

Implements Creature.

Definition at line 317 of file character_turn.cpp.

318{
319 bool reduced = resists_effect( it );
320 double mod = 1;
321 body_part bp = it.get_bp()->token;
322 int val = 0;
323
324 // Still hardcoded stuff, do this first since some modify their other traits
325 hardcoded_effects( it );
326
327 const auto get_effect = [&it, is_new]( const std::string & arg, bool reduced ) {
328 if( is_new ) {
329 return it.get_amount( arg, reduced );
330 }
331 return it.get_mod( arg, reduced );
332 };
333
334 // Handle miss messages
335 auto msgs = it.get_miss_msgs();
336 if( !msgs.empty() ) {
337 for( const auto &i : msgs ) {
338 add_miss_reason( _( i.first ), static_cast<unsigned>( i.second ) );
339 }
340 }
341
342 // Handle health mod
343 val = get_effect( "H_MOD", reduced );
344 if( val != 0 ) {
345 mod = 1;
346 if( is_new || it.activated( calendar::turn, "H_MOD", val, reduced, mod ) ) {
347 int bounded = bound_mod_to_vals(
348 get_healthy_mod(), val, it.get_max_val( "H_MOD", reduced ),
349 it.get_min_val( "H_MOD", reduced ) );
350 // This already applies bounds, so we pass them through.
351 mod_healthy_mod( bounded, get_healthy_mod() + bounded );
352 }
353 }
354
355 // Handle health
356 val = get_effect( "HEALTH", reduced );
357 if( val != 0 ) {
358 mod = 1;
359 if( is_new || it.activated( calendar::turn, "HEALTH", val, reduced, mod ) ) {
361 it.get_max_val( "HEALTH", reduced ), it.get_min_val( "HEALTH", reduced ) ) );
362 }
363 }
364
365 // Handle stim
366 val = get_effect( "STIM", reduced );
367 if( val != 0 ) {
368 mod = 1;
369 if( is_new || it.activated( calendar::turn, "STIM", val, reduced, mod ) ) {
370 mod_stim( bound_mod_to_vals( get_stim(), val, it.get_max_val( "STIM", reduced ),
371 it.get_min_val( "STIM", reduced ) ) );
372 }
373 }
374
375 // Handle hunger
376 val = get_effect( "HUNGER", reduced );
377 if( val != 0 ) {
378 mod = 1;
379 if( is_new || it.activated( calendar::turn, "HUNGER", val, reduced, mod ) ) {
381 val, it.get_max_val( "HUNGER", reduced ), it.get_min_val( "HUNGER", reduced ) ) );
382 }
383 }
384
385 // Handle thirst
386 val = get_effect( "THIRST", reduced );
387 if( val != 0 ) {
388 mod = 1;
389 if( is_new || it.activated( calendar::turn, "THIRST", val, reduced, mod ) ) {
390 mod_thirst( bound_mod_to_vals( get_thirst(), val, it.get_max_val( "THIRST", reduced ),
391 it.get_min_val( "THIRST", reduced ) ) );
392 }
393 }
394
395 // Handle fatigue
396 val = get_effect( "FATIGUE", reduced );
397 // Prevent ongoing fatigue effects while asleep.
398 // These are meant to change how fast you get tired, not how long you sleep.
399 if( val != 0 && !in_sleep_state() ) {
400 mod = 1;
401 if( is_new || it.activated( calendar::turn, "FATIGUE", val, reduced, mod ) ) {
402 mod_fatigue( bound_mod_to_vals( get_fatigue(), val, it.get_max_val( "FATIGUE", reduced ),
403 it.get_min_val( "FATIGUE", reduced ) ) );
404 }
405 }
406
407 // Handle Radiation
408 val = get_effect( "RAD", reduced );
409 if( val != 0 ) {
410 mod = 1;
411 if( is_new || it.activated( calendar::turn, "RAD", val, reduced, mod ) ) {
412 mod_rad( bound_mod_to_vals( get_rad(), val, it.get_max_val( "RAD", reduced ), 0 ) );
413 // Radiation can't go negative
414 if( get_rad() < 0 ) {
415 set_rad( 0 );
416 }
417 }
418 }
419
420 // Handle Pain
421 val = get_effect( "PAIN", reduced );
422 if( val != 0 ) {
423 mod = 1;
424 if( it.get_sizing( "PAIN" ) ) {
425 if( has_trait( trait_FAT ) ) {
426 mod *= 1.5;
427 }
428 if( get_size() == MS_LARGE ) {
429 mod *= 2;
430 }
431 if( get_size() == MS_HUGE ) {
432 mod *= 3;
433 }
434 }
435 if( is_new || it.activated( calendar::turn, "PAIN", val, reduced, mod ) ) {
436 int pain_inc = bound_mod_to_vals( get_pain(), val, it.get_max_val( "PAIN", reduced ), 0 );
437 mod_pain( pain_inc );
438 if( pain_inc > 0 ) {
439 character_funcs::add_pain_msg( *this, val, bp );
440 }
441 }
442 }
443
444 // Handle Damage
445 val = get_effect( "HURT", reduced );
446 if( val != 0 ) {
447 mod = 1;
448 if( it.get_sizing( "HURT" ) ) {
449 if( has_trait( trait_FAT ) ) {
450 mod *= 1.5;
451 }
452 if( get_size() == MS_LARGE ) {
453 mod *= 2;
454 }
455 if( get_size() == MS_HUGE ) {
456 mod *= 3;
457 }
458 }
459 if( is_new || it.activated( calendar::turn, "HURT", val, reduced, mod ) ) {
460 if( bp == num_bp ) {
461 if( val > 5 ) {
462 add_msg_if_player( _( "Your %s HURTS!" ), body_part_name_accusative( bp_torso ) );
463 } else {
464 add_msg_if_player( _( "Your %s hurts!" ), body_part_name_accusative( bp_torso ) );
465 }
466 apply_damage( nullptr, bodypart_id( "torso" ), val, true );
467 } else {
468 if( val > 5 ) {
469 add_msg_if_player( _( "Your %s HURTS!" ), body_part_name_accusative( bp ) );
470 } else {
471 add_msg_if_player( _( "Your %s hurts!" ), body_part_name_accusative( bp ) );
472 }
473 apply_damage( nullptr, convert_bp( bp ).id(), val, true );
474 }
475 }
476 }
477
478 // Handle Sleep
479 val = get_effect( "SLEEP", reduced );
480 if( val != 0 ) {
481 mod = 1;
482 if( ( is_new || it.activated( calendar::turn, "SLEEP", val, reduced, mod ) ) &&
483 !has_effect( efftype_id( "sleep" ) ) ) {
484 add_msg_if_player( _( "You pass out!" ) );
486 }
487 }
488
489 // Handle painkillers
490 val = get_effect( "PKILL", reduced );
491 if( val != 0 ) {
493 if( is_new || it.activated( calendar::turn, "PKILL", val, reduced, mod ) ) {
494 mod_painkiller( bound_mod_to_vals( get_painkiller(), val, it.get_max_val( "PKILL", reduced ), 0 ) );
495 }
496 }
497
498 // Handle coughing
499 mod = 1;
500 val = 0;
501 if( it.activated( calendar::turn, "COUGH", val, reduced, mod ) ) {
502 cough( it.get_harmful_cough() );
503 }
504
505 // Handle vomiting
507 val = 0;
508 if( it.activated( calendar::turn, "VOMIT", val, reduced, mod ) ) {
509 vomit();
510 }
511
512 // Handle stamina
513 val = get_effect( "STAMINA", reduced );
514 if( val != 0 ) {
515 mod = 1;
516 if( is_new || it.activated( calendar::turn, "STAMINA", val, reduced, mod ) ) {
518 it.get_max_val( "STAMINA", reduced ),
519 it.get_min_val( "STAMINA", reduced ) ) );
520 }
521 }
522
523 // Speed and stats are handled in recalc_speed_bonus and reset_stats respectively
524}
int bound_mod_to_vals(int val, int mod, int max, int min)
Clamp the value of a modifier in order to bound the resulting value.
static const trait_id trait_FAT("FAT")
virtual int get_healthy_mod() const
Definition: character.cpp:4151
void cough(bool harmful=false, int loudness=4)
Definition: character.cpp:7525
void hardcoded_effects(effect &it)
Handles the still hard-coded effects.
bool resists_effect(const effect &e) const
Returns true if the creature resists an effect.
Definition: creature.cpp:1330
bool get_sizing(const std::string &arg) const
Returns true if the given modifier type's trigger chance is affected by size mutations.
Definition: effect.cpp:1021
bool get_harmful_cough() const
Returns true if the coughs caused by an effect can harm the player directly.
Definition: effect.cpp:1199
int get_mod(std::string arg, bool reduced=false) const
Returns the matching modifier type from an effect, used for getting actual effect effects.
Definition: effect.cpp:910
int get_max_val(std::string arg, bool reduced=false) const
Returns the maximum value of a modifier type that get_mod() and get_amount() will push the player to.
Definition: effect.cpp:1006
double get_addict_mod(const std::string &arg, int addict_level) const
Returns the modifier caused by addictions.
Definition: effect.cpp:1185
std::vector< std::pair< std::string, int > > get_miss_msgs() const
Returns a vector of the miss message messages and chances for use in add_miss_reason() while the effe...
Definition: effect.cpp:1216
bool activated(const time_point &when, std::string arg, int val, bool reduced=false, double mod=1) const
Checks to see if a given modifier type can activate, and performs any rolls required to do so.
Definition: effect.cpp:1108
int get_min_val(std::string arg, bool reduced=false) const
Returns the minimum value of a modifier type that get_mod() and get_amount() will push the player to.
Definition: effect.cpp:991
void add_pain_msg(const Character &who, int val, body_part bp)
Add message describing how character feels pain.

References _, effect::activated(), add_miss_reason(), Creature::add_msg_if_player(), character_funcs::add_pain_msg(), addiction_level(), apply_damage(), arg(), body_part_name_accusative(), bound_mod_to_vals(), bp_torso, convert_bp(), cough(), efftype_id, fall_asleep(), time_duration::from_turns(), effect::get_addict_mod(), effect::get_amount(), effect::get_bp(), Creature::get_effect(), get_fatigue(), effect::get_harmful_cough(), get_healthy(), get_healthy_mod(), effect::get_max_val(), effect::get_min_val(), effect::get_miss_msgs(), effect::get_mod(), Creature::get_pain(), get_painkiller(), get_rad(), get_size(), effect::get_sizing(), get_stamina(), get_stim(), get_stored_kcal(), get_thirst(), hardcoded_effects(), Creature::has_effect(), has_trait(), in_sleep_state(), max_stored_kcal(), mod_fatigue(), mod_healthy(), mod_healthy_mod(), mod_pain(), mod_painkiller(), mod_rad(), mod_stamina(), mod_stim(), mod_stored_kcal(), mod_thirst(), MS_HUGE, MS_LARGE, num_bp, PKILLER, Creature::resists_effect(), set_rad(), body_part_type::token, trait_FAT, calendar::turn, vomit(), and character_effects::vomit_mod().

Referenced by process_effects_internal().

◆ process_turn()

void Character::process_turn ( )
overridevirtual

Handles end-of-turn processing.

Reimplemented from Creature.

Reimplemented in npc.

Definition at line 160 of file character_turn.cpp.

161{
162 // Has to happen before reset_stats
164
165 for( bionic &i : *my_bionics ) {
166 if( i.incapacitated_time > 0_turns ) {
167 i.incapacitated_time -= 1_turns;
168 if( i.incapacitated_time == 0_turns ) {
169 add_msg_if_player( m_bad, _( "Your %s bionic comes back online." ), i.info().name );
170 }
171 }
172 }
173
175
176 // If we're actively handling something we can't just drop it on the ground
177 // in the middle of handling it
178 if( activity.targets.empty() ) {
180 }
182 // Didn't just pick something up
183 last_item = itype_id( "null" );
184
185 visit_items( [this]( item * e ) {
186 e->process_artifact( as_player(), pos() );
187 e->process_relic( *this );
188 return VisitResponse::NEXT;
189 } );
190
191 suffer();
192 // NPCs currently don't make any use of their scent, pointless to calculate it
193 // TODO: make use of NPC scent.
194 if( !is_npc() ) {
197 }
198 const int mask_intensity = get_effect_int( effect_masked_scent );
199
200 // Set our scent towards the norm
201 int norm_scent = 500;
202 int temp_norm_scent = INT_MIN;
203 bool found_intensity = false;
204 for( const trait_id &mut : get_mutations() ) {
205 const std::optional<int> &scent_intensity = mut->scent_intensity;
206 if( scent_intensity ) {
207 found_intensity = true;
208 temp_norm_scent = std::max( temp_norm_scent, *scent_intensity );
209 }
210 }
211 if( found_intensity ) {
212 norm_scent = temp_norm_scent;
213 }
214
215 for( const trait_id &mut : get_mutations() ) {
216 const std::optional<int> &scent_mask = mut->scent_mask;
217 if( scent_mask ) {
218 norm_scent += *scent_mask;
219 }
220 }
221
222 //mask from scent altering items;
223 norm_scent += mask_intensity;
224
225 // Scent increases fast at first, and slows down as it approaches normal levels.
226 // Estimate it will take about norm_scent * 2 turns to go from 0 - norm_scent / 2
227 // Without smelly trait this is about 1.5 hrs. Slows down significantly after that.
228 if( scent < rng( 0, norm_scent ) ) {
229 scent++;
230 }
231
232 // Unusually high scent decreases steadily until it reaches normal levels.
233 if( scent > norm_scent ) {
234 scent--;
235 }
236
237 for( const trait_id &mut : get_mutations() ) {
238 scent *= mut.obj().scent_modifier;
239 }
240 }
241
242 // We can dodge again! Assuming we can actually move...
243 if( in_sleep_state() ) {
244 blocks_left = 0;
245 dodges_left = 0;
246 } else if( moves > 0 ) {
249 }
250
251 // auto-learning. This is here because skill-increases happens all over the place:
252 // SkillLevel::readBook (has no connection to the skill or the player),
253 // player::read, player::practice, ...
254 // Check for spontaneous discovery of martial art styles
255 for( auto &style : autolearn_martialart_types() ) {
256 const matype_id &ma( style );
257
258 if( !martial_arts_data->has_martialart( ma ) && can_autolearn_martial_art( *this, ma ) ) {
259 martial_arts_data->add_martialart( ma );
260 add_msg_if_player( m_info, _( "You have learned a new style: %s!" ), ma.obj().name );
261 }
262 }
263
264 // Update time spent conscious in this overmap tile for the Nomad traits.
265 if( !is_npc() && ( has_trait( trait_NOMAD ) || has_trait( trait_NOMAD2 ) ||
266 has_trait( trait_NOMAD3 ) ) &&
269 const point_abs_omt pos = ompos.xy();
270 if( overmap_time.find( pos ) == overmap_time.end() ) {
271 overmap_time[pos] = 1_turns;
272 } else {
273 overmap_time[pos] += 1_turns;
274 }
275 }
276 // Decay time spent in other overmap tiles.
277 if( !is_npc() && calendar::once_every( 1_hours ) ) {
279 const time_point now = calendar::turn;
280 time_duration decay_time = 0_days;
281 if( has_trait( trait_NOMAD ) ) {
282 decay_time = 7_days;
283 } else if( has_trait( trait_NOMAD2 ) ) {
284 decay_time = 14_days;
285 } else if( has_trait( trait_NOMAD3 ) ) {
286 decay_time = 28_days;
287 }
288 auto it = overmap_time.begin();
289 while( it != overmap_time.end() ) {
290 if( it->first == ompos.xy() ) {
291 it++;
292 continue;
293 }
294 // Find the amount of time passed since the player touched any of the overmap tile's submaps.
295 const tripoint_abs_omt tpt( it->first, 0 );
296 const time_point last_touched = overmap_buffer.scent_at( tpt ).creation_time;
297 const time_duration since_visit = now - last_touched;
298 // If the player has spent little time in this overmap tile, let it decay after just an hour instead of the usual extended decay time.
299 const time_duration modified_decay_time = it->second > 5_minutes ? decay_time : 1_hours;
300 if( since_visit > modified_decay_time ) {
301 // Reduce the tracked time spent in this overmap tile.
302 const time_duration decay_amount = std::min( since_visit - modified_decay_time, 1_hours );
303 const time_duration updated_value = it->second - decay_amount;
304 if( updated_value <= 0_turns ) {
305 // We can stop tracking this tile if there's no longer any time recorded there.
306 it = overmap_time.erase( it );
307 continue;
308 } else {
309 it->second = updated_value;
310 }
311 }
312 it++;
313 }
314 }
315}
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_sleep("sleep")
void process_items()
Process active items.
void clear_miss_reasons()
Clears the list of reasons for why the player would miss a melee attack.
Definition: melee.cpp:356
void suffer()
Handles a large number of timers decrementing and other randomized effects.
Definition: suffer.cpp:1443
virtual void process_turn()
Processes effects and bonuses and allocates move points based on speed.
Definition: creature.cpp:153
virtual int get_num_dodges() const
Definition: creature.cpp:1464
virtual int get_num_blocks() const
Definition: creature.cpp:1460
void process_artifact(player *carrier, const tripoint &pos)
Process and apply artifact effects.
Definition: item.cpp:9056
void process_relic(Character &carrier)
Definition: item.cpp:9098
scent_trace scent_at(const tripoint_abs_omt &pos)
Method to retrieve the scent at a given location.
std::vector< item_location > targets
time_point creation_time
Definition: overmap_types.h:15
A point in the game time.
Definition: calendar.h:431
std::vector< matype_id > autolearn_martialart_types()
bool can_autolearn_martial_art(const Character &who, const matype_id &ma_id)
Returns true if the character can learn the entered martial art.

References _, activity, Creature::add_msg_if_player(), Creature::as_player(), autolearn_martialart_types(), blocks_left, can_autolearn_martial_art(), clear_miss_reasons(), scent_trace::creation_time, dodges_left, drop_invalid_inventory(), effect_masked_scent, effect_narcosis, effect_sleep, Creature::get_effect_int(), get_mutations(), Creature::get_num_blocks(), Creature::get_num_dodges(), global_omt_location(), Creature::has_effect(), has_trait(), in_sleep_state(), Creature::is_npc(), itype_id, last_item, m_bad, m_info, martial_arts_data, Creature::moves, my_bionics, martialart::name, NEXT, string_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_time, pos(), item::process_artifact(), process_items(), item::process_relic(), Creature::process_turn(), restore_scent(), rng(), scent, overmapbuffer::scent_at(), suffer(), player_activity::targets, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, calendar::turn, visitable< Character >::visit_items(), and coords::coord_point< Point, Origin, Scale >::xy().

Referenced by game::do_turn(), npc::process_turn(), and game::start_game().

◆ query_yn() [1/2]

template<typename ... Args>
bool Character::query_yn ( const char *const  msg,
Args &&...  args 
) const
inline

It is supposed to hide the query_yn to simplify player vs.

npc code.

Definition at line 1489 of file character.h.

1489 {
1490 return query_yn( string_format( msg, std::forward<Args>( args ) ... ) );
1491 }

References query_yn(), and string_format().

Referenced by activate_bionic(), can_install_bionics(), query_yn(), takeoff(), and will_eat().

◆ query_yn() [2/2]

virtual bool Character::query_yn ( const std::string &  msg) const
pure virtual

Implemented in npc, player, and player.

◆ ranged_dex_mod()

int Character::ranged_dex_mod ( ) const
virtual
Dexterity <20 increases ranged penalty

Definition at line 4135 of file character.cpp.

4136{
4137 ///\EFFECT_DEX <20 increases ranged penalty
4138 return std::max( ( 20.0 - get_dex() ) * 0.5, 0.0 );
4139}

References get_dex().

Referenced by draw_stats_info(), ranged::get_weapon_dispersion(), and set_stats().

◆ ranged_per_mod()

int Character::ranged_per_mod ( ) const
virtual
Perception <20 increases ranged aiming penalty.

Definition at line 4141 of file character.cpp.

4142{
4143 ///\EFFECT_PER <20 increases ranged aiming penalty.
4144 return std::max( ( 20.0 - get_per() ) * 1.2, 0.0 );
4145}

References get_per().

Referenced by draw_stats_info(), ranged::effective_dispersion(), and set_stats().

◆ reach_attack()

void Character::reach_attack ( const tripoint p)

Handles reach melee attack on point p.

Melee >5 allows WHIP_DISARM technique Stabbing decreases chance of hitting intervening target on reach attack Stabbing increases ability to reach attack through fences Strength increases bash effects when reach attacking past something

Definition at line 649 of file melee.cpp.

650{
651 matec_id force_technique = tec_none;
652 /** @EFFECT_MELEE >5 allows WHIP_DISARM technique */
653 if( primary_weapon().has_flag( "WHIP" ) && ( get_skill_level( skill_melee ) > 5 ) && one_in( 3 ) ) {
654 force_technique = matec_id( "WHIP_DISARM" );
655 }
656
657 map &here = get_map();
658 Creature *critter = g->critter_at( p );
659 // Original target size, used when there are monsters in front of our target
660 int target_size = critter != nullptr ? ( critter->get_size() + 1 ) : 2;
661 // Reset last target pos
662 last_target_pos = std::nullopt;
663 // Max out recoil
665
667 int skill = std::min( 10, get_skill_level( skill_stabbing ) );
668 int t = 0;
669 std::vector<tripoint> path = line_to( pos(), p, t, 0 );
670 tripoint last_point = pos();
671 path.pop_back(); // Last point is our critter
672 for( const tripoint &path_point : path ) {
673 // Possibly hit some unintended target instead
674 Creature *inter = g->critter_at( path_point );
675 int inter_block_size = inter != nullptr ? ( inter->get_size() + 1 ) : 2;
676 /** @EFFECT_STABBING decreases chance of hitting intervening target on reach attack */
677 if( inter != nullptr &&
678 !x_in_y( ( target_size * target_size + 1 ) * skill,
679 ( inter_block_size * inter_block_size + 1 ) * 10 ) ) {
680 // Even if we miss here, low roll means weapon is pushed away or something like that
681 critter = inter;
682 break;
683 } else if( here.obstructed_by_vehicle_rotation( last_point, path_point ) ) {
684 tripoint rand = path_point;
685 if( one_in( 2 ) ) {
686 rand.x = last_point.x;
687 } else {
688 rand.y = last_point.y;
689 }
690
691 here.bash( rand, str_cur + primary_weapon().damage_melee( DT_BASH ) );
694 return;
695 /** @EFFECT_STABBING increases ability to reach attack through fences */
696 } else if( here.impassable( path_point ) &&
697 // Fences etc. Spears can stab through those
698 !( primary_weapon().has_flag( "SPEAR" ) &&
699 g->m.has_flag( "THIN_OBSTACLE", path_point ) &&
700 x_in_y( skill, 10 ) ) ) {
701 /** @EFFECT_STR increases bash effects when reach attacking past something */
702 here.bash( path_point, str_cur + primary_weapon().damage_melee( DT_BASH ) );
705 return;
706 }
707 last_point = path_point;
708 }
709
710 if( here.obstructed_by_vehicle_rotation( last_point, p ) ) {
711 tripoint rand = p;
712 if( one_in( 2 ) ) {
713 rand.x = last_point.x;
714 } else {
715 rand.y = last_point.y;
716 }
717
718 here.bash( rand, str_cur + primary_weapon().damage_melee( DT_BASH ) );
721 return;
722 }
723
724 if( critter == nullptr ) {
725 add_msg_if_player( _( "You swing at the air." ) );
726 if( martial_arts_data->has_miss_recovery_tec( primary_weapon() ) ) {
727 move_cost /= 3; // "Probing" is faster than a regular miss
728 }
729
731 return;
732 }
733
734 reach_attacking = true;
735 melee_attack( *critter, false, &force_technique, false );
736 reach_attacking = false;
737}
std::optional< tripoint > last_target_pos
Definition: character.h:1595
virtual m_size get_size() const =0
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6593
bool impassable(const tripoint &p) const
Definition: map.cpp:1859
static const skill_id skill_stabbing("stabbing")
string_id< ma_technique > matec_id
Definition: type_id.h:92

References _, Creature::add_msg_if_player(), attack_cost(), map::bash(), item::damage_melee(), DT_BASH, g, get_map(), Creature::get_size(), get_skill_level(), handle_melee_wear(), Creature::has_flag(), map::impassable(), last_target_pos, line_to(), martial_arts_data, MAX_RECOIL, melee_attack(), Creature::mod_moves(), move_cost(), map::obstructed_by_vehicle_rotation(), one_in(), pos(), primary_weapon(), reach_attacking, recoil, skill_melee, skill_stabbing, str_cur, tec_none, tripoint::x, x_in_y(), and tripoint::y.

Referenced by npc::execute_action(), and reach_attack().

◆ react_to_felt_pain()

void Character::react_to_felt_pain ( int  intensity)

Definition at line 731 of file character.cpp.

732{
733 if( intensity <= 0 ) {
734 return;
735 }
736 if( is_player() && intensity >= 2 ) {
737 g->cancel_activity_or_ignore_query( distraction_type::pain, _( "Ouch, something hurts!" ) );
738 }
739 // Only a large pain burst will actually wake people while sleeping.
741 int pain_thresh = rng( 3, 5 );
742
744 pain_thresh += 2;
745 } else if( has_trait( trait_HEAVYSLEEPER2 ) ) {
746 pain_thresh += 5;
747 }
748
749 if( intensity >= pain_thresh ) {
750 wake_up();
751 }
752 }
753}
static const trait_id trait_HEAVYSLEEPER("HEAVYSLEEPER")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")

References _, effect_narcosis, effect_sleep, g, Creature::has_effect(), has_trait(), Creature::is_player(), pain, rng(), trait_HEAVYSLEEPER, trait_HEAVYSLEEPER2, and wake_up().

Referenced by set_pain(), and set_painkiller().

◆ read_speed()

int Character::read_speed ( bool  return_stat_effect = true) const

Returns the player's reading speed.

Intelligence increases reading speed by 3s per level above 8

Definition at line 3483 of file character.cpp.

3484{
3485 // Stat window shows stat effects on based on current stat
3486 const int intel = get_int();
3487 /** @EFFECT_INT increases reading speed by 3s per level above 8*/
3488 int ret = to_moves<int>( 1_minutes ) - to_moves<int>( 3_seconds ) * ( intel - 8 );
3489
3491 ret *= .75;
3492 }
3493
3494 ret *= mutation_value( "reading_speed_multiplier" );
3495
3496 if( ret < to_moves<int>( 1_seconds ) ) {
3497 ret = to_moves<int>( 1_seconds );
3498 }
3499 // return_stat_effect actually matters here
3500 return return_stat_effect ? ret : ret * 100 / to_moves<int>( 1_minutes );
3501}
static const bionic_id afs_bio_linguistic_coprocessor("afs_bio_linguistic_coprocessor")

References afs_bio_linguistic_coprocessor, get_int(), has_bionic(), mutation_value(), and cata::hash64_detail::ret.

Referenced by draw_stats_info(), read_inventory_preset::read_inventory_preset(), set_stats(), npc::time_to_read(), and avatar::time_to_read().

◆ rebuild_mutation_cache()

void Character::rebuild_mutation_cache ( )

Definition at line 7872 of file character.cpp.

7873{
7874 cached_mutations.clear();
7875 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
7876 cached_mutations.push_back( &mut.first.obj() );
7877 }
7878 for( const trait_id &mut : enchantment_cache->get_mutations() ) {
7879 cached_mutations.push_back( &mut.obj() );
7880 }
7881}

References cached_mutations, enchantment_cache, and my_mutations.

Referenced by set_mutation(), and unset_mutation().

◆ recalc_hp()

void Character::recalc_hp ( )

Recalculates HP after a change to max strength.

Definition at line 1568 of file character.cpp.

1569{
1570 int str_boost_val = 0;
1571 std::optional<skill_boost> str_boost = skill_boost::get( "str" );
1572 if( str_boost ) {
1573 int skill_total = 0;
1574 for( const std::string &skill_str : str_boost->skills() ) {
1575 skill_total += get_skill_level( skill_id( skill_str ) );
1576 }
1577 str_boost_val = str_boost->calc_bonus( skill_total );
1578 }
1579 // Mutated toughness stacks with starting, by design.
1580 float hp_mod = 1.0f + mutation_value( "hp_modifier" ) + mutation_value( "hp_modifier_secondary" );
1581 float hp_adjustment = mutation_value( "hp_adjustment" ) + ( str_boost_val * 3 );
1582 calc_all_parts_hp( hp_mod, hp_adjustment, get_str_base() );
1583}
void calc_all_parts_hp(float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
Sets hp for all body parts.
Definition: character.cpp:1585
static std::optional< skill_boost > get(const std::string &stat_str)
Definition: skill_boost.cpp:20

References calc_all_parts_hp(), skill_boost::get(), get_skill_level(), get_str_base(), mutation_value(), and skill_id.

Referenced by apply_mods(), apply_skill_boost(), avatar::create(), mutation_effect(), mutation_loss_effect(), character_funcs::normalize(), npc::randomize(), reset_scenario(), set_stats(), standard_npc::standard_npc(), and avatar::upgrade_stat().

◆ recalc_sight_limits()

void Character::recalc_sight_limits ( )

Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change:

  • effects
  • bionics
  • traits
  • underwater
  • clothes

Definition at line 1615 of file character.cpp.

1616{
1617 sight_max = 9999;
1618 vision_mode_cache.reset();
1619
1620 // Set sight_max.
1621 if( is_blind() || ( in_sleep_state() && !has_trait( trait_SEESLEEP ) ) ||
1623 sight_max = 0;
1624 } else if( has_effect( effect_boomered ) && ( !( has_trait( trait_PER_SLIME_OK ) ) ) ) {
1625 sight_max = 1;
1627 } else if( has_effect( effect_in_pit ) || has_effect( effect_no_sight ) ||
1631 sight_max = 1;
1632 } else if( has_active_mutation( trait_SHELL2 ) ) {
1633 // You can kinda see out a bit.
1634 sight_max = 2;
1635 } else if( ( has_trait( trait_MYOPIC ) || has_trait( trait_URSINE_EYE ) ) &&
1637 sight_max = 4;
1638 } else if( has_trait( trait_PER_SLIME ) ) {
1639 sight_max = 6;
1640 } else if( has_effect( effect_darkness ) ) {
1642 sight_max = 10;
1643 }
1644
1645 // Debug-only NV
1648 }
1649
1650 float best_bonus_nv = 0.0f;
1651 for( const mutation_branch *mut : cached_mutations ) {
1652 best_bonus_nv = std::max( best_bonus_nv, mut->night_vision_range );
1653 }
1655 ( is_mounted() && mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1656 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1657 }
1658 if( has_nv() ) {
1660 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1661 }
1662 if( has_trait( trait_BIRD_EYE ) ) {
1664 }
1665 if( has_trait( trait_URSINE_EYE ) ) {
1667 }
1668
1669 // +1 because of the ugly -1 in _from_per
1672 nv_range += best_bonus_nv;
1674 nv_range++;
1675 }
1676
1677 // Not exactly a sight limit thing, but related enough
1682 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1684 }
1685
1687 has_effect_with_flag( "EFFECT_SUPER_CLAIRVOYANCE" ) ) {
1690 has_effect_with_flag( "EFFECT_CLAIRVOYANCE_PLUS" ) ) {
1692 } else if( has_artifact_with( AEP_CLAIRVOYANCE ) ||
1693 has_effect_with_flag( "EFFECT_CLAIRVOYANCE" ) ) {
1695 }
1696}
static const bionic_id bio_infrared("bio_infrared")
static const std::string flag_FIX_NEARSIGHT("FIX_NEARSIGHT")
static const efftype_id effect_contacts("contacts")
static const trait_id trait_CEPH_EYES("CEPH_EYES")
static const trait_id trait_INFRARED("INFRARED")
static const trait_id trait_LIZ_IR("LIZ_IR")
static const trait_id trait_URSINE_EYE("URSINE_EYE")
static const trait_id trait_MEMBRANE("MEMBRANE")
static const trait_id trait_MYOPIC("MYOPIC")
static const trait_id trait_BIRD_EYE("BIRD_EYE")
static const efftype_id effect_darkness("darkness")
static const bionic_id bio_membrane("bio_membrane")
static const std::string flag_SWIM_GOGGLES("SWIM_GOGGLES")
static const std::string flag_IR_EFFECT("IR_EFFECT")
static const trait_id trait_DEBUG_NIGHTVISION("DEBUG_NIGHTVISION")
static const trait_id trait_PER_SLIME_OK("PER_SLIME_OK")
static const efftype_id effect_no_sight("no_sight")
@ DARKNESS
Definition: character.h:92
@ URSINE_VISION
Definition: character.h:90
@ IR_VISION
Definition: character.h:93
@ BIRD_EYE
Definition: character.h:89
@ NV_GOGGLES
Definition: character.h:88
@ BOOMERED
Definition: character.h:91
bool has_nv()
Returns true if the player has some form of night vision.
Definition: character.cpp:3635
int sight_max
Definition: character.h:2180
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
float nv_range_from_per(int per)
Definition: character.cpp:1708
float nv_range_from_eye_encumbrance(int enc)
Definition: character.cpp:1714

References AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_SUPER_CLAIRVOYANCE, bio_infrared, bio_membrane, BIRD_EYE, BOOMERED, bp_eyes, cached_mutations, DARKNESS, DEBUG_NIGHTVISION, effect_boomered, effect_contacts, effect_darkness, effect_in_pit, effect_narcosis, effect_no_sight, encumb(), flag_FIX_NEARSIGHT(), flag_IR_EFFECT(), flag_SWIM_GOGGLES(), get_per(), has_active_bionic(), has_active_mutation(), has_artifact_with(), has_bionic(), Creature::has_effect(), Creature::has_effect_with_flag(), has_nv(), has_trait(), in_sleep_state(), IR_VISION, is_blind(), is_mounted(), Creature::is_underwater(), is_wearing(), itype_rm13_armor_on, MF_MECH_RECON_VISION, mounted_creature, NV_GOGGLES, nv_range, vision::nv_range_from_eye_encumbrance(), vision::nv_range_from_per(), sight_max, trait_BIRD_EYE, trait_CEPH_EYES, trait_DEBUG_NIGHTVISION, trait_INFRARED, trait_LIZ_IR, trait_MEMBRANE, trait_MYOPIC, trait_PER_SLIME, trait_PER_SLIME_OK, trait_SEESLEEP, trait_SHELL2, trait_URSINE_EYE, URSINE_VISION, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, vision_mode_cache, and worn_with_flag().

Referenced by add_bionic(), deactivate_mutation(), environmental_revert_effect(), load(), game::load(), mount_creature(), mutation_spend_resources(), on_item_takeoff(), on_item_wear(), player::player(), remove_bionic(), reset_stats(), set_mutation(), set_underwater(), takeoff(), unset_mutation(), wake_up(), and wear_item().

◆ recalc_speed_bonus()

void Character::recalc_speed_bonus ( )

Calculates the various speed bonuses we will get from mutations, etc.

Definition at line 94 of file character_turn.cpp.

95{
96 // Minus some for weight...
97 int carry_penalty = 0;
98 if( weight_carried() > weight_capacity() && !has_trait( trait_id( "DEBUG_STORAGE" ) ) ) {
99 carry_penalty = 25 * ( weight_carried() - weight_capacity() ) / ( weight_capacity() );
100 }
101 mod_speed_bonus( -carry_penalty );
102
104
107 }
108 // when underweight, you get slower. cumulative with hunger
110
111 for( const auto &maps : *effects ) {
112 for( auto &i : maps.second ) {
113 if( i.second.is_removed() ) {
114 continue;
115 }
116 bool reduced = resists_effect( i.second );
117 mod_speed_bonus( i.second.get_mod( "SPEED", reduced ) );
118 }
119 }
120
121 // add martial arts speed bonus
123
124 // Not sure why Sunlight Dependent is here, but OK
125 // Ectothermic/COLDBLOOD4 is intended to buff folks in the Summer
126 // Threshold-crossing has its charms ;-)
127 if( g != nullptr ) {
128 if( has_trait( trait_SUNLIGHT_DEPENDENT ) && !g->is_in_sunlight( pos() ) ) {
129 mod_speed_bonus( -( g->light_level( posz() ) >= 12 ? 5 : 10 ) );
130 }
131 const float temperature_speed_modifier = mutation_value( "temperature_speed_modifier" );
132 if( temperature_speed_modifier != 0 ) {
133 const auto player_local_temp = get_weather().get_temperature( pos() );
134 if( has_trait( trait_COLDBLOOD4 ) || player_local_temp < 65 ) {
135 mod_speed_bonus( ( player_local_temp - 65 ) * temperature_speed_modifier );
136 }
137 }
138 }
139
141 mod_speed_bonus( 20 );
142 }
144 mod_speed_bonus( -20 );
145 }
146
148
149 float speed_modifier = Character::mutation_value( "speed_modifier" );
150 mod_speed_mult( speed_modifier - 1 );
151
152 if( has_bionic( bio_speed ) ) { // add 10% speed bonus
153 mod_speed_mult( 0.1 );
154 }
155
156 double ench_bonus = enchantment_cache->calc_bonus( enchant_vals::mod::SPEED, get_speed() );
157 mod_speed_bonus( ench_bonus );
158}
int get_speedydex_bonus(const int dex)
Returns value of speedydex bonus if enabled.
Definition: character.cpp:4121
static const trait_id trait_COLDBLOOD4("COLDBLOOD4")
static const trait_id trait_SUNLIGHT_DEPENDENT("SUNLIGHT_DEPENDENT")
static const bionic_id bio_speed("bio_speed")
int mabuff_speed_bonus() const
Returns the speed bonus from martial arts buffs.
virtual void mod_speed_mult(float nspeed)
Definition: creature.cpp:1790
virtual void mod_speed_bonus(int nspeed)
Definition: creature.cpp:1786
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_SPEED_DOWN
Definition: enums.h:137
int get_thirst_speed_penalty(int thirst)
Returns the penalty to speed from thirst.
int get_kcal_speed_penalty(float kcal_percent)
Returns the penalty to speed from starvation.
stat_mod get_pain_penalty(const Character &ch)
Returns the effect of pain on stats.

References AEP_SPEED_DOWN, AEP_SPEED_UP, bio_speed, Creature::effects, enchantment_cache, g, get_dex(), get_kcal_percent(), character_effects::get_kcal_speed_penalty(), character_effects::get_pain_penalty(), get_speed(), get_speedydex_bonus(), weather_manager::get_temperature(), get_thirst(), character_effects::get_thirst_speed_penalty(), get_weather(), has_artifact_with(), has_bionic(), has_trait(), mabuff_speed_bonus(), Creature::mod_speed_bonus(), Creature::mod_speed_mult(), mutation_value(), pos(), posz(), Creature::resists_effect(), stat_mod::speed, enchant_vals::SPEED, trait_COLDBLOOD4, trait_id, trait_SUNLIGHT_DEPENDENT, very_thirsty, weight_capacity(), and weight_carried().

Referenced by reset_stats().

◆ recalculate_enchantment_cache()

void Character::recalculate_enchantment_cache ( )

Definition at line 7831 of file character.cpp.

7832{
7833 // start by resetting the cache
7835
7836 visit_items( [&]( const item * it ) {
7837 for( const enchantment &ench : it->get_enchantments() ) {
7838 if( ench.is_active( *this, *it ) ) {
7839 enchantment_cache->force_add( ench );
7840 }
7841 }
7842 return VisitResponse::NEXT;
7843 } );
7844
7845 // get from traits/ mutations
7846 for( const std::pair<const trait_id, char_trait_data> &mut_map : my_mutations ) {
7847 const mutation_branch &mut = mut_map.first.obj();
7848
7849 for( const enchantment_id &ench_id : mut.enchantments ) {
7850 const enchantment &ench = ench_id.obj();
7851 if( ench.is_active( *this, mut.activated && mut_map.second.powered ) ) {
7852 enchantment_cache->force_add( ench );
7853 }
7854 }
7855 }
7856
7857 for( const bionic &bio : *my_bionics ) {
7858 const bionic_id &bid = bio.id;
7859
7860 for( const enchantment_id &ench_id : bid->enchantments ) {
7861 const enchantment &ench = ench_id.obj();
7862 if( ench.is_active( *this, bio.powered &&
7863 bid->has_flag( STATIC( flag_str_id( "BIONIC_TOGGLED" ) ) ) ) ) {
7864 enchantment_cache->force_add( ench );
7865 }
7866 }
7867 }
7868
7870}
void rebuild_mutation_cache()
Definition: character.cpp:7872
bool is_active(const Character &guy, const item &parent) const
const std::vector< enchantment > & get_enchantments() const
Definition: item.cpp:6973
bool activated
Definition: mutation.h:93

References enchantment_cache, item::get_enchantments(), NEXT, and visitable< Character >::visit_items().

Referenced by activate_bionic(), activate_mutation(), add_bionic(), deactivate_bionic(), deactivate_mutation(), on_mutation_gain(), on_mutation_loss(), remove_bionic(), reset(), update_body(), and avatar_funcs::use_item().

◆ recalculate_size()

void Character::recalculate_size ( )

Recalculate size class of character.

Definition at line 244 of file mutation.cpp.

245{
247 // Only one size-changing mutation is expected, so it will only use the first one it finds.
248 for( const mutation_branch *mut : cached_mutations ) {
249 if( mut->body_size ) {
250 size_class = *mut->body_size;
251 break;
252 }
253 }
254}

References cached_mutations, MS_MEDIUM, and size_class.

Referenced by load(), mutation_effect(), and mutation_loss_effect().

◆ reduce_healing_effect()

int Character::reduce_healing_effect ( const efftype_id eff_id,
int  remove_med,
const bodypart_id hurt 
)

Reduce healing effect intensity, return initial intensity of the effect.

Definition at line 8593 of file character.cpp.

8595{
8596 const body_part hurt_token = hurt->token;
8597 effect &e = get_effect( eff_id, hurt_token );
8598 int intensity = e.get_intensity();
8599 if( remove_med < intensity ) {
8600 if( eff_id == effect_bandaged ) {
8601 add_msg_if_player( m_bad, _( "Bandages on your %s were damaged!" ), body_part_name( hurt_token ) );
8602 } else if( eff_id == effect_disinfected ) {
8603 add_msg_if_player( m_bad, _( "You got some filth on your disinfected %s!" ),
8604 body_part_name( hurt_token ) );
8605 }
8606 } else {
8607 if( eff_id == effect_bandaged ) {
8608 add_msg_if_player( m_bad, _( "Bandages on your %s were destroyed!" ),
8609 body_part_name( hurt_token ) );
8610 } else if( eff_id == effect_disinfected ) {
8611 add_msg_if_player( m_bad, _( "Your %s is no longer disinfected!" ), body_part_name( hurt_token ) );
8612 }
8613 }
8614 e.mod_duration( -6_hours * remove_med );
8615 return intensity;
8616}

References _, Creature::add_msg_if_player(), body_part_name(), effect_bandaged, effect_disinfected, Creature::get_effect(), effect::get_intensity(), m_bad, and effect::mod_duration().

Referenced by apply_damage().

◆ regen()

void Character::regen ( int  rate_multiplier)

Handles passive regeneration of pain and maybe hp.

Definition at line 4554 of file character.cpp.

4555{
4556 int pain_ticks = rate_multiplier;
4557 while( get_pain() > 0 && pain_ticks-- > 0 ) {
4558 mod_pain( -roll_remainder( ( 0.2f + get_pain() / 50.0f ) * ( 1.0f +
4559 mutation_value( "pain_recovery" ) ) ) );
4560 }
4561
4562 float rest = rest_quality();
4563 float heal_rate = healing_rate( rest ) * to_turns<int>( 5_minutes );
4564 if( heal_rate > 0.0f ) {
4565 healall( roll_remainder( rate_multiplier * heal_rate ) );
4566 } else if( heal_rate < 0.0f ) {
4567 int rot_rate = roll_remainder( rate_multiplier * -heal_rate );
4568 // Has to be in loop because some effects depend on rounding
4569 while( rot_rate-- > 0 ) {
4570 hurtall( 1, nullptr, false );
4571 }
4572 }
4573
4574 // include healing effects
4575 for( int i = 0; i < num_hp_parts; i++ ) {
4576 const bodypart_id &bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
4577 float healing = healing_rate_medicine( rest, bp ) * to_turns<int>( 5_minutes );
4578
4579 int healing_apply = roll_remainder( healing );
4580 healed_bp( i, healing_apply );
4581 heal( bp, healing_apply );
4582 if( damage_bandaged[i] > 0 ) {
4583 damage_bandaged[i] -= healing_apply;
4584 if( damage_bandaged[i] <= 0 ) {
4585 damage_bandaged[i] = 0;
4586 remove_effect( effect_bandaged, bp->token );
4587 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4588 }
4589 }
4590 if( damage_disinfected[i] > 0 ) {
4591 damage_disinfected[i] -= healing_apply;
4592 if( damage_disinfected[i] <= 0 ) {
4593 damage_disinfected[i] = 0;
4594 remove_effect( effect_disinfected, bp->token );
4595 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4596 }
4597 }
4598
4599 // remove effects if the limb was healed by other way
4600 if( has_effect( effect_bandaged, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4601 damage_bandaged[i] = 0;
4602 remove_effect( effect_bandaged, bp->token );
4603 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4604 }
4605 if( has_effect( effect_disinfected, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4606 damage_disinfected[i] = 0;
4607 remove_effect( effect_disinfected, bp->token );
4608 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4609 }
4610 }
4611
4612 if( get_rad() > 0 ) {
4613 mod_rad( -roll_remainder( rate_multiplier / 50.0f ) );
4614 }
4615}
float healing_rate(float at_rest_quality) const
Average hit points healed per turn.
Definition: character.cpp:6636
float healing_rate_medicine(float at_rest_quality, const bodypart_id &bp) const
Average hit points healed per turn from healing effects.
Definition: character.cpp:6678
void healed_bp(int bp, int amount)
Definition: character.cpp:7719

References _, Creature::add_msg_if_player(), body_part_name(), convert_bp(), damage_bandaged, damage_disinfected, effect_bandaged, effect_disinfected, Creature::get_pain(), Creature::get_part(), get_rad(), Creature::has_effect(), heal(), healall(), healed_bp(), healing_rate(), healing_rate_medicine(), hp_to_bp(), hurtall(), string_id< T >::id(), mod_pain(), mod_rad(), mutation_value(), num_hp_parts, Creature::remove_effect(), rest_quality(), and roll_remainder().

Referenced by update_body().

◆ rem_addiction()

void Character::rem_addiction ( add_type  type)

Removes an addition from the player.

Definition at line 1921 of file suffer.cpp.

1922{
1923 auto iter = std::find_if( addictions.begin(), addictions.end(),
1924 [type]( const addiction & ad ) {
1925 return ad.type == type;
1926 } );
1927
1928 if( iter != addictions.end() ) {
1929 addictions.erase( iter );
1930 g->events().send<event_type::loses_addiction>( getID(), type );
1931 }
1932}

References addictions, g, getID(), loses_addiction, and type.

Referenced by marloss_common(), iuse::mycus(), and suffer_from_addictions().

◆ rem_morale()

void Character::rem_morale ( const morale_type type)

◆ remove_bionic()

void Character::remove_bionic ( const bionic_id b)

Removes a bionic from my_bionics[].

Definition at line 2688 of file bionics.cpp.

2689{
2690 bionic_collection new_my_bionics;
2691 // any spells you should not forget due to still having a bionic installed that has it.
2692 std::set<spell_id> cbm_spells;
2693 for( bionic &i : *my_bionics ) {
2694 if( b == i.id ) {
2695 continue;
2696 }
2697
2698 // Linked bionics: if either is removed, the other is removed as well.
2699 if( b->is_included( i.id ) || i.id->is_included( b ) ) {
2700 continue;
2701 }
2702
2703 for( const std::pair<const spell_id, int> &spell_pair : i.id->learned_spells ) {
2704 cbm_spells.emplace( spell_pair.first );
2705 }
2706
2707 new_my_bionics.push_back( bionic( i.id, i.invlet ) );
2708 }
2709
2710 // any spells you learn from installing a bionic you forget.
2711 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2712 if( cbm_spells.count( spell_pair.first ) == 0 ) {
2713 magic->forget_spell( spell_pair.first );
2714 }
2715 }
2716
2717 *my_bionics = new_my_bionics;
2720 if( !b->enchantments.empty() ) {
2722 }
2723}

References b, magic, my_bionics, recalc_sight_limits(), recalculate_enchantment_cache(), and reset_encumbrance().

Referenced by perform_install(), perform_uninstall(), and uninstall_bionic().

◆ remove_child_flag()

void Character::remove_child_flag ( const trait_id flag)

Removes the mutation's child flag from the player's list.

Definition at line 1471 of file mutation.cpp.

1472{
1473 for( auto &elem : flag->replacements ) {
1474 const trait_id &tmp = elem;
1475 if( has_trait( tmp ) ) {
1476 remove_mutation( tmp );
1477 return;
1478 } else if( has_child_flag( tmp ) ) {
1479 remove_child_flag( tmp );
1480 return;
1481 }
1482 }
1483}

References has_child_flag(), has_trait(), remove_child_flag(), remove_mutation(), and mutation_branch::replacements.

Referenced by mutate_towards(), and remove_child_flag().

◆ remove_mission_items()

void Character::remove_mission_items ( int  mission_id)

Definition at line 2514 of file character.cpp.

2515{
2516 if( mission_id == -1 ) {
2517 return;
2518 }
2519 remove_items_with( has_mission_item_filter { mission_id } );
2520}

References visitable< Character >::remove_items_with().

◆ remove_mutation()

void Character::remove_mutation ( const trait_id mut,
bool  silent = false 
)

Removes a mutation, downgrading to the previous level if possible.

Definition at line 1313 of file mutation.cpp.

1314{
1315 const auto &mdata = mut.obj();
1316 // Check if there's a prerequisite we should shrink back into
1317 trait_id replacing = trait_id::NULL_ID();
1318 std::vector<trait_id> originals = mdata.prereqs;
1319 for( size_t i = 0; !replacing && i < originals.size(); i++ ) {
1320 trait_id pre = originals[i];
1321 const auto &p = pre.obj();
1322 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1323 if( p.replacements[j] == mut ) {
1324 replacing = pre;
1325 }
1326 }
1327 }
1328
1329 trait_id replacing2 = trait_id::NULL_ID();
1330 std::vector<trait_id> originals2 = mdata.prereqs2;
1331 for( size_t i = 0; !replacing2 && i < originals2.size(); i++ ) {
1332 trait_id pre2 = originals2[i];
1333 const auto &p = pre2.obj();
1334 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1335 if( p.replacements[j] == mut ) {
1336 replacing2 = pre2;
1337 }
1338 }
1339 }
1340
1341 // See if this mutation is canceled by a base trait
1342 //Only if there's no prerequisite to shrink to, thus we're at the bottom of the trait line
1343 if( !replacing ) {
1344 //Check each mutation until we reach the end or find a trait to revert to
1345 for( auto &iter : mutation_branch::get_all() ) {
1346 //See if it's in our list of base traits but not active
1347 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1348 //See if that base trait cancels the mutation we are using
1349 std::vector<trait_id> traitcheck = iter.cancels;
1350 if( !traitcheck.empty() ) {
1351 for( size_t j = 0; !replacing && j < traitcheck.size(); j++ ) {
1352 if( traitcheck[j] == mut ) {
1353 replacing = ( iter.id );
1354 }
1355 }
1356 }
1357 }
1358 if( replacing ) {
1359 break;
1360 }
1361 }
1362 }
1363
1364 // Duplicated for prereq2
1365 if( !replacing2 ) {
1366 //Check each mutation until we reach the end or find a trait to revert to
1367 for( auto &iter : mutation_branch::get_all() ) {
1368 //See if it's in our list of base traits but not active
1369 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1370 //See if that base trait cancels the mutation we are using
1371 std::vector<trait_id> traitcheck = iter.cancels;
1372 if( !traitcheck.empty() ) {
1373 for( size_t j = 0; !replacing2 && j < traitcheck.size(); j++ ) {
1374 if( traitcheck[j] == mut && ( iter.id ) != replacing ) {
1375 replacing2 = ( iter.id );
1376 }
1377 }
1378 }
1379 }
1380 if( replacing2 ) {
1381 break;
1382 }
1383 }
1384 }
1385
1386 // make sure we don't toggle a mutation or trait twice, or it will cancel itself out.
1387 if( replacing == replacing2 ) {
1388 replacing2 = trait_id::NULL_ID();
1389 }
1390
1391 // This should revert back to a removed base trait rather than simply removing the mutation
1392 unset_mutation( mut );
1393
1394 bool mutation_replaced = false;
1395
1396 game_message_type rating;
1397
1398 if( replacing ) {
1399 const auto &replace_mdata = replacing.obj();
1400 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1401 rating = m_mixed;
1402 } else if( replace_mdata.points - mdata.points > 0 ) {
1403 rating = m_good;
1404 } else if( mdata.points - replace_mdata.points > 0 ) {
1405 rating = m_bad;
1406 } else {
1407 rating = m_neutral;
1408 }
1409 if( !silent ) {
1410 add_msg_player_or_npc( rating,
1411 _( "Your %1$s mutation turns into %2$s." ),
1412 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1413 mdata.name(), replace_mdata.name() );
1414 }
1415 set_mutation( replacing );
1416 mutation_replaced = true;
1417 }
1418 if( replacing2 ) {
1419 const auto &replace_mdata = replacing2.obj();
1420 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1421 rating = m_mixed;
1422 } else if( replace_mdata.points - mdata.points > 0 ) {
1423 rating = m_good;
1424 } else if( mdata.points - replace_mdata.points > 0 ) {
1425 rating = m_bad;
1426 } else {
1427 rating = m_neutral;
1428 }
1429 if( !silent ) {
1430 add_msg_player_or_npc( rating,
1431 _( "Your %1$s mutation turns into %2$s." ),
1432 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1433 mdata.name(), replace_mdata.name() );
1434 }
1435 set_mutation( replacing2 );
1436 mutation_replaced = true;
1437 }
1438 if( !mutation_replaced ) {
1439 if( mdata.mixed_effect ) {
1440 rating = m_mixed;
1441 } else if( mdata.points > 0 ) {
1442 rating = m_bad;
1443 } else if( mdata.points < 0 ) {
1444 rating = m_good;
1445 } else {
1446 rating = m_neutral;
1447 }
1448 if( !silent ) {
1449 add_msg_player_or_npc( rating,
1450 _( "You lose your %s mutation." ),
1451 _( "<npcname> loses their %s mutation." ),
1452 mdata.name() );
1453 }
1454 }
1455
1458}
@ silent
Definition: weather_type.h:56

References _, Creature::add_msg_player_or_npc(), drench_mut_calc(), mutation_branch::get_all(), has_base_trait(), has_trait(), m_bad, m_good, m_mixed, m_neutral, string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), set_highest_cat_level(), set_mutation(), silent, and unset_mutation().

Referenced by do_purify(), player::load(), mutate(), mutate_towards(), old_mutate(), perform_install(), iuse::purify_iv(), iuse::purify_smart(), remove_child_flag(), and debug_menu::wishmutate().

◆ remove_weapon()

◆ remove_worn_items_with()

std::list< item > Character::remove_worn_items_with ( std::function< bool(item &)>  filter)

Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked).

If the filter function returns true, the item is removed.

Definition at line 2280 of file character.cpp.

2281{
2282 std::list<item> result;
2283 for( auto iter = worn.begin(); iter != worn.end(); ) {
2284 if( filter( *iter ) ) {
2285 iter->on_takeoff( *this );
2286 result.splice( result.begin(), worn, iter++ );
2287 } else {
2288 ++iter;
2289 }
2290 }
2291 return result;
2292}

References worn.

Referenced by mutation_effect(), and process_items().

◆ reset()

void Character::reset ( )
overridevirtual

Handles stat and bonus reset.

Reimplemented from Creature.

Definition at line 3628 of file character.cpp.

3629{
3631 // TODO: Move reset_stats here, remove it from Creature
3633}
virtual void reset()
Handles stat and bonus reset.
Definition: creature.cpp:121

References recalculate_enchantment_cache(), and Creature::reset().

Referenced by activate_bionic(), deactivate_bionic(), game::load(), and set_stats().

◆ reset_bonuses()

void Character::reset_bonuses ( )
overridevirtual

Resets the value of all bonus fields to 0.

Reimplemented from Creature.

Definition at line 4531 of file character.cpp.

4532{
4533 // Reset all bonuses to 0 and multipliers to 1.0
4534 str_bonus = 0;
4535 dex_bonus = 0;
4536 per_bonus = 0;
4537 int_bonus = 0;
4538
4540}
virtual void reset_bonuses()
Resets the value of all bonus fields to 0.
Definition: creature.cpp:135

References dex_bonus, int_bonus, per_bonus, Creature::reset_bonuses(), and str_bonus.

◆ reset_chargen_attributes()

void Character::reset_chargen_attributes ( )

Definition at line 6752 of file character.cpp.

6753{
6754 init_age = 25;
6755 init_height = 175;
6756}

References init_age, and init_height.

◆ reset_encumbrance()

◆ reset_remote_fuel()

void Character::reset_remote_fuel ( )

Definition at line 1523 of file bionics.cpp.

1524{
1525 if( get_bionic_fueled_with( item( fuel_type_sun_light ) ).empty() ) {
1526 remove_value( "sunlight" );
1527 }
1528 remove_value( "rem_battery" );
1529}

References fuel_type_sun_light, get_bionic_fueled_with(), and Creature::remove_value().

Referenced by iuse::cable_attach(), and deactivate_bionic().

◆ reset_stats()

void Character::reset_stats ( )
overridevirtual

Resets stats, and applies effects in an idempotent manner.

Implements Creature.

Definition at line 571 of file character_turn.cpp.

572{
573 const int current_stim = get_stim();
574
575 // Trait / mutation buffs
577 add_miss_reason( _( "Your thick scales get in the way." ), 2 );
578 }
580 add_miss_reason( _( "Your chitin gets in the way." ), 1 );
581 }
583 mod_per_bonus( 2 );
584 }
586 add_miss_reason( _( "Your insect limbs get in the way." ), 2 );
587 }
589 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
590 mod_dex_bonus( 1 );
591 } else {
592 mod_dex_bonus( -1 );
593 add_miss_reason( _( "Your clothing restricts your insect arms." ), 1 );
594 }
595 }
596 if( has_trait( trait_WEBBED ) ) {
597 add_miss_reason( _( "Your webbed hands get in the way." ), 1 );
598 }
600 add_miss_reason( _( "Your arachnid limbs get in the way." ), 4 );
601 }
603 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
604 mod_dex_bonus( 2 );
605 } else if( !exclusive_flag_coverage( "OVERSIZE" ).test( bp_torso ) ) {
606 mod_dex_bonus( -2 );
607 add_miss_reason( _( "Your clothing constricts your arachnid limbs." ), 2 );
608 }
609 }
610 const auto set_fake_effect_dur = [this]( const efftype_id & type, const time_duration & dur ) {
611 effect &eff = get_effect( type );
612 if( eff.get_duration() == dur ) {
613 return;
614 }
615
616 if( eff.is_null() && dur > 0_turns ) {
617 add_effect( type, dur, num_bp );
618 } else if( dur > 0_turns ) {
619 eff.set_duration( dur );
620 } else {
622 }
623 };
624 // Painkiller
625 set_fake_effect_dur( effect_pkill, 1_turns * get_painkiller() );
626
627 // Pain
628 if( get_perceived_pain() > 0 ) {
629 const stat_mod ppen = character_effects::get_pain_penalty( *this );
630 mod_str_bonus( -ppen.strength );
631 mod_dex_bonus( -ppen.dexterity );
633 mod_per_bonus( -ppen.perception );
634 if( ppen.dexterity > 0 ) {
635 add_miss_reason( _( "Your pain distracts you!" ), static_cast<unsigned>( ppen.dexterity ) );
636 }
637 }
638
639 // Radiation
640 set_fake_effect_dur( effect_irradiated, 1_turns * get_rad() );
641 // Morale
642 const int morale = get_morale_level();
643 set_fake_effect_dur( effect_happy, 1_turns * morale );
644 set_fake_effect_dur( effect_sad, 1_turns * -morale );
645
646 // Stimulants
647 set_fake_effect_dur( effect_stim, 1_turns * current_stim );
648 set_fake_effect_dur( effect_depressants, 1_turns * -current_stim );
649 if( has_trait( trait_STIMBOOST ) ) {
650 set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 60 ) );
651 } else {
652 set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 30 ) );
653 }
654 // Starvation
655 if( get_kcal_percent() < 0.95f ) {
656 // kcal->percentage of base str
657 static const std::vector<std::pair<float, float>> starv_thresholds = { {
658 std::make_pair( 0.0f, 0.5f ),
659 std::make_pair( 0.8f, 0.1f ),
660 std::make_pair( 0.95f, 0.0f )
661 }
662 };
663
664 const int str_penalty = std::floor( multi_lerp( starv_thresholds, get_kcal_percent() ) );
665 add_miss_reason( _( "You're weak from hunger." ),
666 static_cast<unsigned>( str_penalty / 2 ) );
667 mod_str_bonus( -str_penalty );
668 mod_dex_bonus( -( str_penalty / 2 ) );
669 mod_int_bonus( -( str_penalty / 2 ) );
670 }
671 // Thirst
672 set_fake_effect_dur( effect_thirsty, 1_turns * ( get_thirst() - thirst_levels::very_thirsty ) );
674 set_fake_effect_dur( effect_sleep_deprived, 1_turns * get_sleep_deprivation() );
675 } else if( has_effect( effect_sleep_deprived ) ) {
677 }
678
679 // Dodge-related effects
681 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) / 20.0f - encumb( bp_torso ) / 10.0f );
682 // Whiskers don't work so well if they're covered
683 if( has_trait( trait_WHISKERS ) && !wearing_something_on( bodypart_id( "mouth" ) ) ) {
684 mod_dodge_bonus( 1.5 );
685 }
687 mod_dodge_bonus( 3 );
688 }
689 // depending on mounts size, attacks will hit the mount and use their dodge rating.
690 // if they hit the player, the player cannot dodge as effectively.
691 if( is_mounted() ) {
692 mod_dodge_bonus( -4 );
693 }
694 // Spider hair is basically a full-body set of whiskers, once you get the brain for it
696 static const std::array<bodypart_id, 5> parts{ { bodypart_id( "head" ), bodypart_id( "arm_r" ), bodypart_id( "arm_l" ), bodypart_id( "leg_r" ), bodypart_id( "leg_l" ) } };
697 for( const bodypart_id &bp : parts ) {
698 if( !wearing_something_on( bp ) ) {
699 mod_dodge_bonus( +1 );
700 }
701 }
702 // Torso handled separately, bigger bonus
703 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
704 mod_dodge_bonus( 4 );
705 }
706 }
707
708 // Apply static martial arts buffs
709 martial_arts_data->ma_static_effects( *this );
710
711 if( calendar::once_every( 1_minutes ) ) {
713 }
714
715 // Effects
716 for( const auto &maps : *effects ) {
717 for( auto i : maps.second ) {
718 const auto &it = i.second;
719 if( it.is_removed() ) {
720 continue;
721 }
722 bool reduced = resists_effect( it );
723 mod_str_bonus( it.get_mod( "STR", reduced ) );
724 mod_dex_bonus( it.get_mod( "DEX", reduced ) );
725 mod_per_bonus( it.get_mod( "PER", reduced ) );
726 mod_int_bonus( it.get_mod( "INT", reduced ) );
727 }
728 }
729
730 // Bionic buffs
732 mod_str_bonus( 20 );
733 }
734
739
740 // Trait / mutation buffs
741 mod_str_bonus( std::floor( mutation_value( "str_modifier" ) ) );
742 mod_dodge_bonus( std::floor( mutation_value( "dodge_modifier" ) ) );
743
745
746 nv_cached = false;
747
748 // Reset our stats to normal levels
749 // Any persistent buffs/debuffs will take place in effects,
750 // player::suffer(), etc.
751
752 // repopulate the stat fields
757
758 // Floor for our stats. No stat changes should occur after this!
759 if( dex_cur < 0 ) {
760 dex_cur = 0;
761 }
762 if( str_cur < 0 ) {
763 str_cur = 0;
764 }
765 if( per_cur < 0 ) {
766 per_cur = 0;
767 }
768 if( int_cur < 0 ) {
769 int_cur = 0;
770 }
771
774}
float multi_lerp(const std::vector< std::pair< float, float > > &points, float x)
From points, finds p1 and p2 such that p1.first < x < p2.first Then linearly interpolates between p1....
static const efftype_id effect_sad("sad")
static const efftype_id effect_pkill("pkill")
static const trait_id trait_ARACHNID_ARMS("ARACHNID_ARMS")
static const trait_id trait_THICK_SCALES("THICK_SCALES")
static const trait_id trait_COMPOUND_EYES("COMPOUND_EYES")
static const trait_id trait_WEBBED("WEBBED")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_irradiated("irradiated")
static const trait_id trait_CHITIN3("CHITIN3")
static const trait_id trait_CHITIN2("CHITIN2")
static const trait_id trait_STIMBOOST("STIMBOOST")
static const trait_id trait_CHITIN_FUR3("CHITIN_FUR3")
static const trait_id trait_WHISKERS("WHISKERS")
static const efftype_id effect_thirsty("thirsty")
static const trait_id trait_WHISKERS_RAT("WHISKERS_RAT")
static const trait_id trait_INSECT_ARMS_OK("INSECT_ARMS_OK")
static const trait_id trait_ARACHNID_ARMS_OK("ARACHNID_ARMS_OK")
static const efftype_id effect_stim_overdose("stim_overdose")
static const efftype_id effect_stim("stim")
static const efftype_id effect_happy("happy")
static const efftype_id effect_depressants("depressants")
static const efftype_id effect_sleep_deprived("sleep_deprived")
static const trait_id trait_INSECT_ARMS("INSECT_ARMS")
virtual int get_str_bonus() const
Definition: character.cpp:4104
virtual int get_int_bonus() const
Definition: character.cpp:4116
int get_mod_stat_from_bionic(const character_stat &Stat) const
Get stat bonus from bionic.
Definition: character.cpp:2101
float mabuff_dodge_bonus() const
Returns the dodge bonus from martial arts buffs.
virtual int get_per_bonus() const
Definition: character.cpp:4112
void apply_skill_boost()
Applies skill-based boosts to stats.
Definition: character.cpp:3551
void recalc_speed_bonus()
Calculates the various speed bonuses we will get from mutations, etc.
virtual int get_dex_bonus() const
Definition: character.cpp:4108
virtual void mod_dodge_bonus(float ndodge)
Definition: creature.cpp:1794
void update_mental_focus(Character &who)
Uses calc_focus_change to update the player's current focus.

References _, Creature::add_effect(), add_miss_reason(), apply_skill_boost(), bio_hydraulics, bp_leg_l, bp_leg_r, bp_torso, dex_cur, dex_max, stat_mod::dexterity, DEXTERITY, effect_depressants, effect_happy, effect_irradiated, effect_pkill, effect_sad, effect_sleep_deprived, effect_stim, effect_stim_overdose, effect_thirsty, Creature::effects, encumb(), exclusive_flag_coverage(), get_dex_bonus(), effect::get_duration(), Creature::get_effect(), get_int_bonus(), get_kcal_percent(), get_mod_stat_from_bionic(), get_morale_level(), character_effects::get_pain_penalty(), get_painkiller(), get_per_bonus(), get_perceived_pain(), get_rad(), get_sleep_deprivation(), get_stim(), get_str_bonus(), get_thirst(), harmless, has_active_bionic(), Creature::has_effect(), has_trait(), int_cur, int_max, stat_mod::intelligence, INTELLIGENCE, is_mounted(), effect::is_null(), mabuff_dodge_bonus(), martial_arts_data, mod_dex_bonus(), Creature::mod_dodge_bonus(), mod_int_bonus(), mod_per_bonus(), mod_str_bonus(), morale, multi_lerp(), mutation_value(), num_bp, nv_cached, calendar::once_every(), per_cur, per_max, stat_mod::perception, PERCEPTION, recalc_sight_limits(), recalc_speed_bonus(), Creature::remove_effect(), Creature::resists_effect(), effect::set_duration(), str_cur, str_max, stat_mod::strength, STRENGTH, trait_ARACHNID_ARMS, trait_ARACHNID_ARMS_OK, trait_CHITIN2, trait_CHITIN3, trait_CHITIN_FUR3, trait_COMPOUND_EYES, trait_INSECT_ARMS, trait_INSECT_ARMS_OK, trait_STIMBOOST, trait_THICK_SCALES, trait_WEBBED, trait_WHISKERS, trait_WHISKERS_RAT, type, character_funcs::update_mental_focus(), very_thirsty, and wearing_something_on().

Referenced by debug_menu::character_edit_menu().

◆ rest_quality()

float Character::rest_quality ( ) const

Returns >0 if character is sitting/lying and relatively inactive.

1 represents sleep on comfortable bed, so anything above that should be rare.

Definition at line 6428 of file character.cpp.

6429{
6430 // Just a placeholder for now.
6431 // TODO: Waiting/reading/being unconscious on bed/sofa/grass
6432 return has_effect( effect_sleep ) ? 1.0f : 0.0f;
6433}

References effect_sleep, and Creature::has_effect().

Referenced by mend(), and regen().

◆ restore_scent()

void Character::restore_scent ( )

restore scent after masked_scent effect run out or is removed by water

Definition at line 8738 of file character.cpp.

8739{
8740 const std::string prev_scent = get_value( "prev_scent" );
8741 if( !prev_scent.empty() ) {
8743 set_type_of_scent( scenttype_id( prev_scent ) );
8744 remove_value( "prev_scent" );
8745 remove_value( "waterproof_scent" );
8746 add_msg_if_player( m_info, _( "You smell like yourself again." ) );
8747 }
8748}
static const efftype_id effect_masked_scent("masked_scent")
void set_type_of_scent(const scenttype_id &id)
Definition: character.cpp:8728
string_id< scent_type > scenttype_id
Definition: type_id.h:42

References _, Creature::add_msg_if_player(), effect_masked_scent, Creature::get_value(), m_info, Creature::remove_effect(), Creature::remove_value(), and set_type_of_scent().

Referenced by drench(), and process_turn().

◆ resume_backlog_activity()

void Character::resume_backlog_activity ( )

Definition at line 9238 of file character.cpp.

9239{
9240 if( !backlog.empty() && backlog.front().auto_resume ) {
9241 activity = backlog.front();
9242 backlog.pop_front();
9243 }
9244}

References activity, and backlog.

Referenced by game::cancel_activity_query(), and player_activity::do_turn().

◆ roll_all_damage()

void Character::roll_all_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds all 3 types of physical damage to instance.

Definition at line 383 of file melee.cpp.

385{
386 roll_bash_damage( crit, di, average, weap );
387 roll_cut_damage( crit, di, average, weap );
388 roll_stab_damage( crit, di, average, weap );
389}
void roll_stab_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total stab damage to the damage instance.
Definition: melee.cpp:1079
void roll_bash_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total bash damage to the damage instance.
Definition: melee.cpp:901
void roll_cut_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total cut damage to the damage instance.
Definition: melee.cpp:1005

References roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

Referenced by item::combat_info(), item::effective_dps(), and melee_attack().

◆ roll_bash_damage()

void Character::roll_bash_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total bash damage to the damage instance.

Strength increases bashing damage Strength increases bashing damage Unarmed caps bash damage with unarmed weapons Bashing caps bash damage with bashing weapons Strength boosts low cap on bashing damage

Definition at line 901 of file melee.cpp.

903{
904 float bash_dam = 0.0f;
905
906 const bool unarmed = weap.is_unarmed_weapon();
907 int skill = get_skill_level( unarmed ? skill_unarmed : skill_bashing );
908 if( has_active_bionic( bio_cqb ) ) {
909 skill = BIO_CQB_LEVEL;
910 }
911
912 const int stat = get_str();
913 /** @EFFECT_STR increases bashing damage */
914 float stat_bonus = bonus_damage( !average );
915 stat_bonus += mabuff_damage_bonus( DT_BASH );
916
917 // Drunken Master damage bonuses
919 // Remember, a single drink gives 600 levels of "drunk"
920 int mindrunk = 0;
921 int maxdrunk = 0;
922 const time_duration drunk_dur = get_effect_dur( effect_drunk );
923 if( unarmed ) {
924 mindrunk = drunk_dur / 1_hours;
925 maxdrunk = drunk_dur / 25_minutes;
926 } else {
927 mindrunk = drunk_dur / 90_minutes;
928 maxdrunk = drunk_dur / 40_minutes;
929 }
930
931 bash_dam += average ? ( mindrunk + maxdrunk ) * 0.5f : rng( mindrunk, maxdrunk );
932 }
933
934 if( unarmed ) {
935 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
936 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
937 weap.is_null();
938 if( left_empty || right_empty ) {
939 float per_hand = 0.0f;
940 for( const trait_id &mut : get_mutations() ) {
941 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
942 continue;
943 }
944 float unarmed_bonus = 0.0f;
945 const int bash_bonus = mut->bash_dmg_bonus;
946 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && bash_bonus > 0 ) {
947 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
948 }
949 per_hand += bash_bonus + unarmed_bonus;
950 const std::pair<int, int> rand_bash = mut->rand_bash_bonus;
951 per_hand += average ? ( rand_bash.first + rand_bash.second ) / 2.0f : rng( rand_bash.first,
952 rand_bash.second );
953 }
954 bash_dam += per_hand; // First hand
955 if( left_empty && right_empty ) {
956 // Second hand
957 bash_dam += per_hand;
958 }
959 }
960
961 }
962
963 /** @EFFECT_STR increases bashing damage */
964 float weap_dam = weap.damage_melee( DT_BASH ) + stat_bonus;
965 /** @EFFECT_UNARMED caps bash damage with unarmed weapons */
966
967 /** @EFFECT_BASHING caps bash damage with bashing weapons */
968 float bash_cap = 2 * stat + 2 * skill;
969 float bash_mul = 1.0f;
970
971 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
972 if( skill < 5 ) {
973 bash_mul = 0.8 + 0.08 * skill;
974 } else {
975 bash_mul = 0.96 + 0.04 * skill;
976 }
977
978 if( bash_cap < weap_dam && !weap.is_null() ) {
979 // If damage goes over cap due to low stats/skills,
980 // scale the post-armor damage down halfway between damage and cap
981 bash_mul *= ( 1.0f + ( bash_cap / weap_dam ) ) / 2.0f;
982 }
983
984 /** @EFFECT_STR boosts low cap on bashing damage */
985 const float low_cap = std::min( 1.0f, stat / 20.0f );
986 const float bash_min = low_cap * weap_dam;
987 weap_dam = average ? ( bash_min + weap_dam ) * 0.5f : rng_float( bash_min, weap_dam );
988
989 bash_dam += weap_dam;
990 bash_mul *= mabuff_damage_mult( DT_BASH );
991
992 float armor_mult = 1.0f;
993 int arpen = mabuff_arpen_bonus( DT_BASH );
994
995 // Finally, extra critical effects
996 if( crit ) {
997 bash_mul *= 1.5f;
998 // 50% armor penetration
999 armor_mult = 0.5f;
1000 }
1001
1002 di.add_damage( DT_BASH, bash_dam, arpen, armor_mult, bash_mul );
1003}
int mabuff_arpen_bonus(damage_type type) const
Returns the arpen bonus from martial arts buffs.
float bonus_damage(bool random) const
Returns the bonus bashing damage the player deals based on their stats.
Definition: melee.cpp:891
bool natural_attack_restricted_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body_part, ignoring items with the ...
Definition: character.cpp:1768
int mabuff_damage_bonus(damage_type type) const
Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.
float mabuff_damage_mult(damage_type type) const
Returns the damage multiplier to given type from martial arts buffs.
static const efftype_id effect_drunk("drunk")
static const trait_id trait_DRUNKEN("DRUNKEN")
static const skill_id skill_bashing("bashing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bonus_damage(), item::damage_melee(), DT_BASH, effect_drunk, Creature::get_effect_dur(), get_mutations(), get_skill_level(), get_str(), has_active_bionic(), has_active_mutation(), Creature::has_effect(), has_trait(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), rng_float(), skill_bashing, skill_unarmed, and trait_DRUNKEN.

Referenced by roll_all_damage().

◆ roll_cut_damage()

void Character::roll_cut_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total cut damage to the damage instance.

Cutting increases cutting damage multiplier

Definition at line 1005 of file melee.cpp.

1007{
1008 float cut_dam = mabuff_damage_bonus( DT_CUT ) + weap.damage_melee( DT_CUT );
1009 float cut_mul = 1.0f;
1010
1011 int cutting_skill = get_skill_level( skill_cutting );
1012
1013 if( has_active_bionic( bio_cqb ) ) {
1014 cutting_skill = BIO_CQB_LEVEL;
1015 }
1016
1017 if( weap.is_unarmed_weapon() ) {
1018 // TODO: 1-handed weapons that aren't unarmed attacks
1019 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1020 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1021 weap.is_null();
1022 if( left_empty || right_empty ) {
1023 float per_hand = 0.0f;
1024 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1025 per_hand += 2;
1026 }
1027
1028 for( const trait_id &mut : get_mutations() ) {
1029 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
1030 continue;
1031 }
1032 float unarmed_bonus = 0.0f;
1033 const int cut_bonus = mut->cut_dmg_bonus;
1034 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && cut_bonus > 0 ) {
1035 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
1036 }
1037 per_hand += cut_bonus + unarmed_bonus;
1038 const std::pair<int, int> rand_cut = mut->rand_cut_bonus;
1039 per_hand += average ? ( rand_cut.first + rand_cut.second ) / 2.0f : rng( rand_cut.first,
1040 rand_cut.second );
1041 }
1042 // TODO: add acidproof check back to slime hands (probably move it elsewhere)
1043
1044 cut_dam += per_hand; // First hand
1045 if( left_empty && right_empty ) {
1046 // Second hand
1047 cut_dam += per_hand;
1048 }
1049 }
1050 }
1051
1052 if( cut_dam <= 0.0f ) {
1053 return; // No negative damage!
1054 }
1055
1056 int arpen = 0;
1057 float armor_mult = 1.0f;
1058
1059 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
1060 /** @EFFECT_CUTTING increases cutting damage multiplier */
1061 if( cutting_skill < 5 ) {
1062 cut_mul *= 0.8 + 0.08 * cutting_skill;
1063 } else {
1064 cut_mul *= 0.96 + 0.04 * cutting_skill;
1065 }
1066
1067 arpen += mabuff_arpen_bonus( DT_CUT );
1068
1069 cut_mul *= mabuff_damage_mult( DT_CUT );
1070 if( crit ) {
1071 cut_mul *= 1.25f;
1072 arpen += 5;
1073 armor_mult = 0.75f; //25% armor penetration
1074 }
1075
1076 di.add_damage( DT_CUT, cut_dam, arpen, armor_mult, cut_mul );
1077}
static const skill_id skill_cutting("cutting")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_CUT, get_mutations(), get_skill_level(), has_active_bionic(), has_active_mutation(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), skill_cutting, and skill_unarmed.

Referenced by roll_all_damage().

◆ roll_stab_damage()

void Character::roll_stab_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total stab damage to the damage instance.

Stabbing increases stabbing damage multiplier

Definition at line 1079 of file melee.cpp.

1081{
1082 float stab_dam = mabuff_damage_bonus( DT_STAB ) + weap.damage_melee( DT_STAB );
1083
1084 int unarmed_skill = get_skill_level( skill_unarmed );
1085 int stabbing_skill = get_skill_level( skill_stabbing );
1086
1087 if( has_active_bionic( bio_cqb ) ) {
1088 stabbing_skill = BIO_CQB_LEVEL;
1089 }
1090
1091 if( weap.is_unarmed_weapon() ) {
1092 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1093 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1094 weap.is_null();
1095 if( left_empty || right_empty ) {
1096 float per_hand = 0.0f;
1097
1098 for( const trait_id &mut : get_mutations() ) {
1099 int stab_bonus = mut->pierce_dmg_bonus;
1100 int unarmed_bonus = 0;
1101 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && stab_bonus > 0 ) {
1102 unarmed_bonus = std::min( unarmed_skill / 2, 4 );
1103 }
1104
1105 per_hand += stab_bonus + unarmed_bonus;
1106 }
1107
1108 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1109 per_hand += 2;
1110 }
1111
1112 stab_dam += per_hand; // First hand
1113 if( left_empty && right_empty ) {
1114 // Second hand
1115 stab_dam += per_hand;
1116 }
1117 }
1118 }
1119
1120 if( stab_dam <= 0 ) {
1121 return; // No negative stabbing!
1122 }
1123
1124 float stab_mul = 1.0f;
1125 // 66%, 76%, 86%, 96%, 106%, 116%, 122%, 128%, 134%, 140%
1126 /** @EFFECT_STABBING increases stabbing damage multiplier */
1127 if( stabbing_skill <= 5 ) {
1128 stab_mul = 0.66 + 0.1 * stabbing_skill;
1129 } else {
1130 stab_mul = 0.86 + 0.06 * stabbing_skill;
1131 }
1132 int arpen = mabuff_arpen_bonus( DT_STAB );
1133 stab_mul *= mabuff_damage_mult( DT_STAB );
1134 float armor_mult = 1.0f;
1135
1136 if( crit ) {
1137 // Critical damage bonus for stabbing scales with skill
1138 stab_mul *= 1.0 + ( stabbing_skill / 10.0 );
1139 // Stab criticals have extra %arpen
1140 armor_mult = 0.66f;
1141 }
1142
1143 di.add_damage( DT_STAB, stab_dam, arpen, armor_mult, stab_mul );
1144}

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_STAB, get_mutations(), get_skill_level(), has_active_bionic(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), skill_stabbing, and skill_unarmed.

Referenced by roll_all_damage().

◆ rooted()

void Character::rooted ( )

Definition at line 8816 of file character.cpp.

8818{
8819 double shoe_factor = footwear_factor();
8820 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8821 get_map().has_flag( flag_PLOWABLE, pos() ) && shoe_factor != 1.0 ) {
8822 if( one_in( 96 ) ) {
8823 vitamin_mod( vitamin_id( "iron" ), 1, true );
8824 vitamin_mod( vitamin_id( "calcium" ), 1, true );
8825 }
8826 if( get_thirst() <= thirst_levels::turgid && x_in_y( 75, 425 ) ) {
8827 mod_thirst( -1 );
8828 }
8829 mod_healthy_mod( 5, 50 );
8830 }
8831}
static const std::string flag_PLOWABLE("PLOWABLE")
int vitamin_mod(const vitamin_id &vit, int qty, bool capped=true)
Add or subtract vitamins from character storage pools.
string_id< vitamin > vitamin_id
Definition: type_id.h:190

References flag_PLOWABLE(), footwear_factor(), get_map(), get_thirst(), Creature::has_flag(), has_trait(), mod_healthy_mod(), mod_thirst(), one_in(), pos(), trait_ROOTS2, trait_ROOTS3, turgid, vitamin_mod(), and x_in_y().

Referenced by player_activity::do_turn().

◆ rooted_message()

void Character::rooted_message ( ) const

Handles rooting effects.

Definition at line 8806 of file character.cpp.

8807{
8808 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
8809 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8811 !wearing_shoes ) {
8812 add_msg( m_info, _( "You sink your roots into the soil." ) );
8813 }
8814}

References _, add_msg(), flag_PLOWABLE(), get_map(), Creature::has_flag(), has_trait(), is_wearing_shoes(), LEFT, m_info, pos(), RIGHT, trait_ROOTS2, and trait_ROOTS3.

Referenced by player_activity::start_or_resume().

◆ run_cost()

int Character::run_cost ( int  base_cost,
bool  diag = false 
) const

Returns the player's modified base movement cost.

Definition at line 9997 of file character.cpp.

9998{
9999 float movecost = static_cast<float>( base_cost );
10000 if( diag ) {
10001 movecost *= 0.7071f; // because everything here assumes 100 is base
10002 }
10003 const bool flatground = movecost < 105;
10004 map &here = get_map();
10005 // The "FLAT" tag includes soft surfaces, so not a good fit.
10006 const bool on_road = flatground && here.has_flag( "ROAD", pos() );
10007 const bool on_fungus = here.has_flag_ter_or_furn( "FUNGUS", pos() );
10008
10009 if( !is_mounted() ) {
10010 if( movecost > 100 ) {
10011 movecost *= mutation_value( "movecost_obstacle_modifier" );
10012 if( movecost < 100 ) {
10013 movecost = 100;
10014 }
10015 }
10016 if( has_trait( trait_M_IMMUNE ) && on_fungus ) {
10017 if( movecost > 75 ) {
10018 // Mycal characters are faster on their home territory, even through things like shrubs
10019 movecost = 75;
10020 }
10021 }
10022
10023 // Linearly increase move cost relative to individual leg hp.
10024 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_l" ) ) ) /
10025 static_cast<float>( get_part_hp_max( bodypart_id( "leg_l" ) ) ) );
10026 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_r" ) ) ) /
10027 static_cast<float>( get_part_hp_max( bodypart_id( "leg_r" ) ) ) );
10028 movecost *= mutation_value( "movecost_modifier" );
10029 if( flatground ) {
10030 movecost *= mutation_value( "movecost_flatground_modifier" );
10031 }
10033 movecost *= .9f;
10034 }
10036 movecost *= ( move_mode == CMM_RUN ? 0.75f : 0.9f );
10037 } else if( has_bionic( bio_jointservo ) ) {
10038 movecost *= 0.95f;
10039 }
10040
10041 if( worn_with_flag( "SLOWS_MOVEMENT" ) ) {
10042 movecost *= 1.1f;
10043 }
10044 if( worn_with_flag( "FIN" ) ) {
10045 movecost *= 1.5f;
10046 }
10047 if( worn_with_flag( "ROLLER_INLINE" ) ) {
10048 if( on_road ) {
10049 movecost *= 0.5f;
10050 } else {
10051 movecost *= 1.5f;
10052 }
10053 }
10054 // Quad skates might be more stable than inlines,
10055 // but that also translates into a slower speed when on good surfaces.
10056 if( worn_with_flag( "ROLLER_QUAD" ) ) {
10057 if( on_road ) {
10058 movecost *= 0.7f;
10059 } else {
10060 movecost *= 1.3f;
10061 }
10062 }
10063 // Skates with only one wheel (roller shoes) are fairly less stable
10064 // and fairly slower as well
10065 if( worn_with_flag( "ROLLER_ONE" ) ) {
10066 if( on_road ) {
10067 movecost *= 0.85f;
10068 } else {
10069 movecost *= 1.1f;
10070 }
10071 }
10072
10073 movecost +=
10074 ( ( encumb( bp_foot_l ) + encumb( bp_foot_r ) ) * 2.5 +
10075 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) * 1.5 ) / 10;
10076
10077 // ROOTS3 does slow you down as your roots are probing around for nutrients,
10078 // whether you want them to or not. ROOTS1 is just too squiggly without shoes
10079 // to give you some stability. Plants are a bit of a slow-mover. Deal.
10080 if( has_trait( trait_ROOTS3 ) && here.has_flag( "DIGGABLE", pos() ) ) {
10081 movecost += 10 * footwear_factor();
10082 }
10083
10085 movecost /= stamina_move_cost_modifier();
10086
10087 if( movecost < 20.0 ) {
10088 movecost = 20.0;
10089 }
10090 }
10091
10092 if( diag ) {
10093 movecost *= M_SQRT2;
10094 }
10095
10096 return static_cast<int>( movecost );
10097}
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const trait_id trait_PADDED_FEET("PADDED_FEET")
static const bionic_id bio_jointservo("bio_jointservo")
#define M_SQRT2
Definition: math_defines.h:29

References bio_jointservo, bonus_from_enchantments(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, CMM_RUN, encumb(), footwear_factor(), get_map(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), has_active_bionic(), has_bionic(), map::has_flag(), map::has_flag_ter_or_furn(), has_trait(), is_mounted(), M_SQRT2, enchant_vals::MOVE_COST, move_mode, mutation_value(), pos(), stamina_move_cost_modifier(), trait_M_IMMUNE, trait_PADDED_FEET, trait_ROOTS3, and worn_with_flag().

Referenced by draw_speed_tab(), npc::move_to(), speed_description(), speed_rating(), npc::speed_rating(), and game::walk_move().

◆ rust_rate()

int Character::rust_rate ( ) const

Returns the player's skill rust rate.

Intelligence reduces skill rust by 10% per level above 8

Definition at line 3376 of file character.cpp.

3377{
3378 const std::string &rate_option = get_option<std::string>( "SKILL_RUST" );
3379 if( rate_option == "off" ) {
3380 return 0;
3381 }
3382
3383 // Stat window shows stat effects on based on current stat
3384 int intel = get_int();
3385 /** @EFFECT_INT reduces skill rust by 10% per level above 8 */
3386 int ret = ( ( rate_option == "vanilla" || rate_option == "capped" ) ?
3387 100 : 100 + 10 * ( intel - 8 ) );
3388
3389 ret *= mutation_value( "skill_rust_multiplier" );
3390
3391 if( ret < 0 ) {
3392 ret = 0;
3393 }
3394
3395 return ret;
3396}

References get_int(), mutation_value(), and cata::hash64_detail::ret.

Referenced by do_skill_rust(), draw_stats_info(), and set_stats().

◆ scored_crit()

bool Character::scored_crit ( float  target_dodge,
const item weap 
) const

Returns true if the player scores a critical hit.

Definition at line 755 of file melee.cpp.

756{
757 return rng_float( 0, 1.0 ) < crit_chance( hit_roll(), target_dodge, weap );
758}
double crit_chance(float roll_hit, float target_dodge, const item &weap) const
Returns the chance to critical given a hit roll and target's dodge roll.
Definition: melee.cpp:768

References crit_chance(), hit_roll(), and rng_float().

Referenced by melee_attack().

◆ sees() [1/2]

bool Character::sees ( const Creature critter) const
overridevirtual

The functions check whether this creature can see the target.

The target may either be another creature (critter), or a specific point on the map.

The function that take another creature as input should check visibility of that creature (e.g. not digging, or otherwise invisible). They must than check whether the location of the other monster is visible.

Reimplemented from Creature.

Definition at line 10422 of file character.cpp.

10423{
10424 // This handles only the player/npc specific stuff (monsters don't have traits or bionics).
10425 const int dist = rl_dist( pos(), critter.pos() );
10426 if( dist <= 3 && has_active_mutation( trait_ANTENNAE ) ) {
10427 return true;
10428 }
10429
10430 return Creature::sees( critter );
10431}
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:204

References has_active_mutation(), Creature::pos(), pos(), rl_dist(), Creature::sees(), and trait_ANTENNAE.

◆ sees() [2/2]

bool Character::sees ( const tripoint t,
bool  is_player = false,
int  range_mod = 0 
) const
overridevirtual

Reimplemented from Creature.

Definition at line 10405 of file character.cpp.

10406{
10407 const int wanted_range = rl_dist( pos(), t );
10408 bool can_see = is_player() ? get_map().pl_sees( t, wanted_range ) :
10409 Creature::sees( t );
10410 // Clairvoyance is now pretty cheap, so we can check it early
10411 if( wanted_range < MAX_CLAIRVOYANCE && wanted_range < clairvoyance() ) {
10412 return true;
10413 }
10414
10415 if( can_see && wanted_range > unimpaired_range() ) {
10416 can_see = false;
10417 }
10418
10419 return can_see;
10420}
int unimpaired_range() const
Returns the player maximum vision range factoring in mutations, diseases, and other effects.
Definition: character.cpp:621
int clairvoyance() const
Returns the distance the player can see through walls.
Definition: character.cpp:680
bool pl_sees(const tripoint &t, int max_range) const
Whether the player character (g->u) can see the given square (local map coordinates).
Definition: lightmap.cpp:812

References clairvoyance(), get_map(), Creature::is_player(), MAX_CLAIRVOYANCE, map::pl_sees(), pos(), rl_dist(), Creature::sees(), and unimpaired_range().

Referenced by activate_bionic(), npc::address_needs(), npc::address_player(), grid_furn_transform_queue::apply(), npc::assess_danger(), bionics_uninstall_failure(), calculate_aim_cap(), game::catch_a_monster(), game::chat(), check_mount_is_spooked(), check_mount_will_move(), npc::complain(), npc::do_reload(), draw_critter_internal(), game::draw_line(), game::draw_look_around_cursor(), draw_throw_aim(), npc::drop_items(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), npc::execute_action(), game::extended_description(), npc::find_corpse_to_pulp(), npc::find_item(), game::find_nearby_items(), heal_actor::finish_using(), game::fling_creature(), npc::follow_distance(), game::forced_door_closing(), fungal_effects::fungalize(), generic_multi_activity_check_requirement(), get_hostile_creatures(), get_path_avoid(), game::get_player_input(), get_visible_creatures(), game::handle_action(), npc::handle_sound(), vehicle::handle_trap(), npc::heal_player(), npc::heal_self(), talk_function::hostile(), is_visible_in_range(), mdeath::jabberwock(), game::knockback(), target_ui::list_friendlies_in_lof(), game::list_items(), game::look_around(), npc::method_of_attack(), npc::move(), npc::mug_player(), iuse::note_bionics(), target_ui::panel_target_info(), npc::pick_up_item(), pl_sees(), npc::pretend_fire(), npc::pretend_heal(), game::print_creature_info(), npc::print_info(), sounds::process_sound_markers(), npc::reach_omt_destination(), npc::regen_ai_cache(), iuse::robotcontrol(), character_funcs::search_surroundings(), npc::see_item_say_smth(), activity_handlers::spellcasting_finish(), fungal_effects::spread_fungus_one_tile(), suffer_from_schizophrenia(), game::try_get_right_click_action(), character_funcs::try_uncanny_dodge(), game::update_stair_monsters(), editmap::update_view_with_help(), countdown_actor::use(), npc::use_painkiller(), and npc::wield_better_weapon().

◆ sees_with_infrared()

bool Character::sees_with_infrared ( const Creature critter) const

Check whether the this player can see the other creature with infrared.

This implies this player can see infrared and the target is visible with infrared (is warm). And of course a line of sight exists.

Definition at line 10178 of file character.cpp.

10179{
10180 if( !vision_mode_cache[IR_VISION] || !critter.is_warm() ) {
10181 return false;
10182 }
10183
10184 map &here = get_map();
10185 if( is_player() || critter.is_player() ) {
10186 // Players should not use map::sees
10187 // Likewise, players should not be "looked at" with map::sees, not to break symmetry
10188 return here.pl_line_of_sight( critter.pos(),
10190 }
10191
10192 return here.sees( pos(), critter.pos(), sight_range( current_daylight_level( calendar::turn ) ) );
10193}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
bool sees(const tripoint &F, const tripoint &T, int range) const
Returns whether F sees T with a view range of range.
Definition: map.cpp:6240
bool pl_line_of_sight(const tripoint &t, int max_range) const
Uses the map cache to tell if the player could see the given square.
Definition: lightmap.cpp:830

References current_daylight_level(), get_map(), IR_VISION, Creature::is_player(), Creature::is_warm(), map::pl_line_of_sight(), Creature::pos(), pos(), map::sees(), sight_range(), calendar::turn, and vision_mode_cache.

Referenced by calculate_aim_cap(), draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ sees_with_specials()

bool Character::sees_with_specials ( const Creature critter) const

Definition at line 6338 of file character.cpp.

6339{
6340 // electroreceptors grants vision of robots and electric monsters through walls
6342 ( critter.in_species( ROBOT ) || critter.has_flag( MF_ELECTRIC ) ) ) {
6343 return true;
6344 }
6345
6346 if( critter.digging() && has_active_bionic( bio_ground_sonar ) ) {
6347 // Bypass the check below, the bionic sonar also bypasses the sees(point) check because
6348 // walls don't block sonar which is transmitted in the ground, not the air.
6349 // TODO: this might need checks whether the player is in the air, or otherwise not connected
6350 // to the ground. It also might need a range check.
6351 return true;
6352 }
6353
6354 return false;
6355}
static const trait_id trait_ELECTRORECEPTORS("ELECTRORECEPTORS")
static const species_id ROBOT("ROBOT")
static const bionic_id bio_ground_sonar("bio_ground_sonar")
virtual bool digging() const
Definition: creature.cpp:181
@ MF_ELECTRIC
Definition: mtype.h:95

References bio_ground_sonar, Creature::digging(), has_active_bionic(), Creature::has_flag(), has_trait(), Creature::in_species(), MF_ELECTRIC, ROBOT, and trait_ELECTRORECEPTORS.

Referenced by draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ set_base_age()

void Character::set_base_age ( int  age)

Definition at line 6763 of file character.cpp.

6764{
6765 init_age = age;
6766}

References age(), and init_age.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_base_height()

void Character::set_base_height ( int  height)

Definition at line 6792 of file character.cpp.

6793{
6795}

References height(), and init_height.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_check_encumbrance()

void Character::set_check_encumbrance ( bool  new_check)
inline

Definition at line 2018 of file character.h.

2018 {
2019 check_encumbrance = new_check;
2020 }

References check_encumbrance.

◆ set_destination()

void Character::set_destination ( const std::vector< tripoint > &  route,
const player_activity new_destination_activity = player_activity() 
)

◆ set_destination_activity()

void Character::set_destination_activity ( const player_activity new_destination_activity)

Definition at line 944 of file character.cpp.

945{
946 destination_activity = new_destination_activity;
947}

References destination_activity.

Referenced by set_destination().

◆ set_dex_bonus()

void Character::set_dex_bonus ( int  ndex)
virtual

Definition at line 4165 of file character.cpp.

4166{
4167 dex_bonus = ndex;
4168 dex_cur = std::max( 0, dex_max + dex_bonus );
4169}

References dex_bonus, dex_cur, and dex_max.

◆ set_fac_id()

void Character::set_fac_id ( const std::string &  my_fac_id)

Definition at line 7724 of file character.cpp.

7725{
7726 fac_id = faction_id( my_fac_id );
7727}
faction_id fac_id
Definition: character.h:2198
string_id< faction > faction_id
Definition: clzones.h:30

References fac_id.

Referenced by npc_template::load().

◆ set_fatigue()

void Character::set_fatigue ( int  nfatigue)
virtual

Definition at line 4446 of file character.cpp.

4447{
4448 nfatigue = std::max( nfatigue, 0 );
4449 if( fatigue != nfatigue ) {
4450 fatigue = nfatigue;
4451 on_stat_change( "fatigue", fatigue );
4452 }
4453}

References fatigue, and on_stat_change().

Referenced by npc::address_needs(), debug_menu::character_edit_menu(), check_needs_extremes(), environmental_revert_effect(), basecamp::finish_return(), hardcoded_effects(), mod_fatigue(), and update_needs().

◆ set_healthy()

void Character::set_healthy ( int  nhealthy)
virtual

Setters for health values exclusive to characters.

Definition at line 4248 of file character.cpp.

4249{
4250 healthy = nhealthy;
4251}

References healthy.

Referenced by debug_menu::character_edit_menu(), and environmental_revert_effect().

◆ set_healthy_mod()

void Character::set_healthy_mod ( int  nhealthy_mod)
virtual

Definition at line 4260 of file character.cpp.

4261{
4262 healthy_mod = nhealthy_mod;
4263}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), environmental_revert_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ set_highest_cat_level()

void Character::set_highest_cat_level ( )

Recalculates mutation_category_level[] values for the player.

Definition at line 7768 of file character.cpp.

7769{
7771
7772 // For each of our mutations...
7773 for( const trait_id &mut : get_mutations() ) {
7774 // ...build up a map of all prerequisite/replacement mutations along the tree, along with their distance from the current mutation
7775 std::unordered_map<trait_id, int> dependency_map;
7776 build_mut_dependency_map( mut, dependency_map, 0 );
7777
7778 // Then use the map to set the category levels
7779 for( const std::pair<const trait_id, int> &i : dependency_map ) {
7780 const mutation_branch &mdata = i.first.obj();
7781 if( !mdata.flags.count( "NON_THRESH" ) ) {
7782 for( const std::string &cat : mdata.category ) {
7783 // Decay category strength based on how far it is from the current mutation
7784 mutation_category_level[cat] += 8 / static_cast<int>( std::pow( 2, i.second ) );
7785 }
7786 }
7787 }
7788 }
7789}

References build_mut_dependency_map(), mutation_branch::category, mutation_branch::flags, get_mutations(), and mutation_category_level.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ set_int_bonus()

void Character::set_int_bonus ( int  nint)
virtual

Definition at line 4175 of file character.cpp.

4176{
4177 int_bonus = nint;
4178 int_cur = std::max( 0, int_max + int_bonus );
4179}

References int_bonus, int_cur, and int_max.

◆ set_max_power_level()

void Character::set_max_power_level ( const units::energy npower_max)

Definition at line 1905 of file character.cpp.

1906{
1907 max_power_level = npower_max;
1908}

References max_power_level.

Referenced by bionics_install_failure(), and player::player().

◆ set_movement_mode()

virtual void Character::set_movement_mode ( character_movemode  mode)
pure virtual

Implemented in avatar, and npc.

Referenced by dismount().

◆ set_mutation()

◆ set_npc_ai_info_cache()

void Character::set_npc_ai_info_cache ( npc_ai_info  key,
double  val 
) const

Definition at line 10605 of file character.cpp.

10606{
10607 npc_ai_info_cache[key] = val;
10608}

References npc_ai_info_cache.

Referenced by npc::check_or_reload_cbm(), npc::find_reloadable(), and npc_ai::wielded_value().

◆ set_pain()

void Character::set_pain ( int  npain)
overridevirtual

Sets new intensity of pain an reacts to it.

Reimplemented from Creature.

Definition at line 782 of file character.cpp.

783{
784 const int prev_pain = get_perceived_pain();
785 Creature::set_pain( npain );
786 const int cur_pain = get_perceived_pain();
787
788 if( cur_pain != prev_pain ) {
789 react_to_felt_pain( cur_pain - prev_pain );
790 on_stat_change( "perceived_pain", cur_pain );
791 }
792}
void react_to_felt_pain(int intensity)
Definition: character.cpp:731
virtual void set_pain(int npain)
Definition: creature.cpp:1377

References get_perceived_pain(), on_stat_change(), react_to_felt_pain(), and Creature::set_pain().

Referenced by environmental_revert_effect(), game::is_game_over(), and suffer_from_other_mutations().

◆ set_painkiller()

void Character::set_painkiller ( int  npkill)

Sets intensity of painkillers

Definition at line 9765 of file character.cpp.

9766{
9767 npkill = std::max( npkill, 0 );
9768 if( pkill != npkill ) {
9769 const int prev_pain = get_perceived_pain();
9770 pkill = npkill;
9771 on_stat_change( "pkill", pkill );
9772 const int cur_pain = get_perceived_pain();
9773
9774 if( cur_pain != prev_pain ) {
9775 react_to_felt_pain( cur_pain - prev_pain );
9776 on_stat_change( "perceived_pain", cur_pain );
9777 }
9778 }
9779}

References get_perceived_pain(), on_stat_change(), pkill, and react_to_felt_pain().

Referenced by activate_bionic(), environmental_revert_effect(), mod_painkiller(), iuse::smoking(), and iuse::weed_cake().

◆ set_per_bonus()

void Character::set_per_bonus ( int  nper)
virtual

Definition at line 4170 of file character.cpp.

4171{
4172 per_bonus = nper;
4173 per_cur = std::max( 0, per_max + per_bonus );
4174}

References per_bonus, per_cur, and per_max.

◆ set_power_level()

void Character::set_power_level ( const units::energy npower)

Definition at line 1900 of file character.cpp.

1901{
1902 power_level = std::min( npower, max_power_level );
1903}

References max_power_level, and power_level.

Referenced by activate_bionic(), avatar::create(), mod_power_level(), and player::player().

◆ set_rad()

void Character::set_rad ( int  new_rad)

◆ set_skill_level()

◆ set_sleep_deprivation()

void Character::set_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4455 of file character.cpp.

4456{
4457 sleep_deprivation = std::min( static_cast< int >( sleep_deprivation_levels::massive ), std::max( 0,
4458 nsleep_deprivation ) );
4459}

References massive, and sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), environmental_revert_effect(), basecamp::finish_return(), mod_sleep_deprivation(), and update_needs().

◆ set_stamina()

◆ set_stashed_activity()

void Character::set_stashed_activity ( const player_activity act,
const player_activity act_back = player_activity() 
)

Definition at line 904 of file character.cpp.

905{
907 stashed_outbounds_backlog = act_back;
908}

References act, stashed_outbounds_activity, and stashed_outbounds_backlog.

◆ set_stim()

void Character::set_stim ( int  new_stim)

Definition at line 7038 of file character.cpp.

7039{
7040 stim = new_stim;
7041}

References stim.

Referenced by activate_bionic(), environmental_revert_effect(), modify_stimulation(), and update_needs().

◆ set_stored_kcal()

void Character::set_stored_kcal ( int  kcal)
virtual

Setters for need values exclusive to characters.

Definition at line 4316 of file character.cpp.

4317{
4318 if( stored_calories != kcal ) {
4319 stored_calories = std::min( kcal, max_stored_kcal() );
4320 }
4321}

References max_stored_kcal(), and stored_calories.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), avatar::create(), environmental_revert_effect(), marloss_common(), mod_stored_kcal(), and update_stomach().

◆ set_str_bonus()

void Character::set_str_bonus ( int  nstr)
virtual

Setters for stats exclusive to characters.

Definition at line 4160 of file character.cpp.

4161{
4162 str_bonus = nstr;
4163 str_cur = std::max( 0, str_max + str_bonus );
4164}

References str_bonus, str_cur, and str_max.

◆ set_thirst()

void Character::set_thirst ( int  nthirst)
virtual

Definition at line 4428 of file character.cpp.

4429{
4430 if( thirst != nthirst ) {
4431 thirst = nthirst;
4432 on_stat_change( "thirst", thirst );
4433 }
4434}

References on_stat_change(), and thirst.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), npc::consume_food_from_camp(), environmental_revert_effect(), basecamp::finish_return(), mod_thirst(), update_stomach(), and vomit().

◆ set_time_died()

void Character::set_time_died ( const time_point time)
inline

set the turn the turn the character died if not already done

Definition at line 1471 of file character.h.

1471 {
1473 time_died = time;
1474 }
1475 }
@ time
Recharges slowly with time.

References calendar::before_time_starts, time, and time_died.

Referenced by die().

◆ set_type_of_scent()

void Character::set_type_of_scent ( const scenttype_id id)

Definition at line 8728 of file character.cpp.

8729{
8730 type_of_scent = id;
8731}

References id, and type_of_scent.

Referenced by restore_scent(), update_type_of_scent(), and change_scent_iuse::use().

◆ set_underwater()

void Character::set_underwater ( bool  x)
overridevirtual

Reimplemented from Creature.

Definition at line 10592 of file character.cpp.

10593{
10594 if( is_underwater() != x ) {
10597 }
10598}
virtual void set_underwater(bool x)
Definition: creature.cpp:176

References Creature::is_underwater(), recalc_sight_limits(), and Creature::set_underwater().

Referenced by avatar_action::swim(), game::vertical_move(), and game::walk_move().

◆ setID()

void Character::setID ( character_id  i,
bool  force = false 
)

Definition at line 474 of file character.cpp.

475{
476 if( id.is_valid() && !force ) {
477 debugmsg( "tried to set id of a npc/player, but has already a id: %d", id.get_value() );
478 } else if( !i.is_valid() && !force ) {
479 debugmsg( "tried to set invalid id of a npc/player: %d", i.get_value() );
480 } else {
481 id = i;
482 }
483}
bool is_valid() const
Definition: character_id.h:19
int get_value() const
Definition: character_id.h:23

References debugmsg, character_id::get_value(), Creature::get_value(), and character_id::is_valid().

Referenced by player::load(), game::load(), npc::randomize(), game::start_game(), and main_menu::world_tab().

◆ setpos()

◆ setx()

void Character::setx ( int  x)
inline

◆ sety()

void Character::sety ( int  y)
inline

◆ setz()

void Character::setz ( int  z)
inline

Definition at line 809 of file character.h.

809 {
810 setpos( tripoint( position.xy(), z ) );
811 }

References position, setpos(), and tripoint::xy().

Referenced by start_location::place_player(), and game::vertical_shift().

◆ shift_destination()

void Character::shift_destination ( point  shift)

Definition at line 10331 of file character.cpp.

10332{
10334 *next_expected_position += shift;
10335 }
10336
10337 for( auto &elem : auto_move_route ) {
10338 elem += shift;
10339 }
10340}

References auto_move_route, and next_expected_position.

Referenced by game::update_map().

◆ shoe_type_count()

int Character::shoe_type_count ( const itype_id it) const

Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither.

Definition at line 8921 of file character.cpp.

8922{
8923 int ret = 0;
8924 if( is_wearing_on_bp( it, bodypart_id( "foot_l" ) ) ) {
8925 ret++;
8926 }
8927 if( is_wearing_on_bp( it, bodypart_id( "foot_r" ) ) ) {
8928 ret++;
8929 }
8930 return ret;
8931}
bool is_wearing_on_bp(const itype_id &it, const bodypart_id &bp) const
Returns true if the player is wearing the item on the given body part.
Definition: character.cpp:3236

References is_wearing_on_bp(), and cata::hash64_detail::ret.

Referenced by avatar_action::swim(), and game::vertical_move().

◆ short_description()

std::string Character::short_description ( ) const

Definition at line 10320 of file character.cpp.

10321{
10322 return join( short_description_parts(), "; " );
10323}
std::vector< std::string > short_description_parts() const
arg_join< It, Sentinel, char > join(It begin, Sentinel end, string_view sep)
Returns an object that formats the iterator range [begin, end) with elements separated by sep.

References join(), and short_description_parts().

◆ short_description_parts()

std::vector< std::string > Character::short_description_parts ( ) const

Definition at line 10296 of file character.cpp.

10297{
10298 std::vector<std::string> result;
10299
10300 std::string gender = male ? _( "Male" ) : _( "Female" );
10301 result.push_back( name + ", " + gender );
10302 if( is_armed() ) {
10303 result.push_back( _( "Wielding: " ) + weapon.tname() );
10304 }
10305 const std::string worn_str = enumerate_as_string( worn.begin(), worn.end(),
10306 []( const item & it ) {
10307 return it.tname();
10308 } );
10309 if( !worn_str.empty() ) {
10310 result.push_back( _( "Wearing: " ) + worn_str );
10311 }
10312 const int visibility_cap = 0; // no cap
10313 const auto trait_str = visible_mutations( visibility_cap );
10314 if( !trait_str.empty() ) {
10315 result.push_back( _( "Traits: " ) + trait_str );
10316 }
10317 return result;
10318}
std::string visible_mutations(int visibility_cap) const
Returns an enumeration of visible mutations with colors.
Definition: mutation.cpp:1728

References _, enumerate_as_string(), is_armed(), male, name, item::tname(), visible_mutations(), weapon, and worn.

Referenced by short_description().

◆ shout()

void Character::shout ( std::string  msg = "",
bool  order = false 
)

Definition at line 7607 of file character.cpp.

7608{
7609 int base = 10;
7610 std::string shout;
7611
7612 // You can't shout without your face
7613 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7614 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7615 add_msg_if_player( m_warning, _( "You try to shout but you have no face!" ) );
7616 return;
7617 }
7618
7619 // Mutations make shouting louder, they also define the default message
7620 if( has_trait( trait_SHOUT3 ) ) {
7621 base = 20;
7622 if( msg.empty() ) {
7623 msg = is_player() ? _( "yourself let out a piercing howl!" ) : _( "a piercing howl!" );
7624 shout = "howl";
7625 }
7626 } else if( has_trait( trait_SHOUT2 ) ) {
7627 base = 15;
7628 if( msg.empty() ) {
7629 msg = is_player() ? _( "yourself scream loudly!" ) : _( "a loud scream!" );
7630 shout = "scream";
7631 }
7632 }
7633
7634 if( msg.empty() ) {
7635 msg = is_player() ? _( "yourself shout loudly!" ) : _( "a loud shout!" );
7636 shout = "default";
7637 }
7638 int noise = get_shout_volume();
7639
7640 // Minimum noise volume possible after all reductions.
7641 // Volume 1 can't be heard even by player
7642 constexpr int minimum_noise = 2;
7643
7644 if( noise <= base ) {
7645 std::string dampened_shout;
7646 std::transform( msg.begin(), msg.end(), std::back_inserter( dampened_shout ), tolower );
7647 msg = std::move( dampened_shout );
7648 }
7649
7650 // Screaming underwater is not good for oxygen and harder to do overall
7651 if( is_underwater() ) {
7653 mod_stat( "oxygen", -noise );
7654 }
7655 }
7656
7657 const int penalty = encumb( bp_mouth ) * 3 / 2;
7658 // TODO: indistinct noise descriptions should be handled in the sounds code
7659 if( noise <= minimum_noise ) {
7661 _( "The sound of your voice is almost completely muffled!" ) );
7662 msg = is_player() ? _( "your muffled shout" ) : _( "an indistinct voice" );
7663 } else if( noise * 2 <= noise + penalty ) {
7664 // The shout's volume is 1/2 or lower of what it would be without the penalty
7665 add_msg_if_player( m_warning, _( "The sound of your voice is significantly muffled!" ) );
7666 }
7667
7669 "shout", shout );
7670}
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7607
int get_shout_volume() const
Definition: character.cpp:7564
bool move(avatar &you, map &m, const tripoint &d)
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1639

References _, Creature::add_msg_if_player(), sounds::alert, bp_mouth, encumb(), get_shout_volume(), has_trait(), Creature::is_player(), Creature::is_underwater(), is_wearing(), itype_id, m_warning, mod_stat(), avatar_action::move(), noise, sounds::order, pos(), shout(), sounds::sound(), trait_GILLS, trait_GILLS_CEPH, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, and iexamine::transform().

Referenced by game::chat(), dialogue::dynamic_line(), shout(), suffer_from_schizophrenia(), and suffer_while_awake().

◆ sight_impaired()

◆ sight_range()

int Character::sight_range ( int  light_level) const
overridevirtual

Returns the player's sight range.

Implements Creature.

Definition at line 597 of file character.cpp.

598{
599 if( light_level == 0 ) {
600 return 1;
601 }
602 /* Via Beer-Lambert we have:
603 * light_level * (1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance) ) <= LIGHT_AMBIENT_LOW
604 * Solving for distance:
605 * 1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) <= LIGHT_AMBIENT_LOW / light_level
606 * 1 <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW / light_level
607 * light_level <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW
608 * log(light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance + log(LIGHT_AMBIENT_LOW)
609 * log(light_level) - log(LIGHT_AMBIENT_LOW) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
610 * log(LIGHT_AMBIENT_LOW / light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
611 * log(LIGHT_AMBIENT_LOW / light_level) * (1 / LIGHT_TRANSPARENCY_OPEN_AIR) <= distance
612 */
613 int range = static_cast<int>( -std::log( get_vision_threshold( static_cast<int>
614 ( get_map().ambient_light_at( pos() ) ) ) / static_cast<float>( light_level ) ) *
615 ( 1.0 / LIGHT_TRANSPARENCY_OPEN_AIR ) );
616
617 // Clamp to [1, sight_max].
618 return clamp( range, 1, sight_max );
619}
float get_vision_threshold(float light_level) const
Returns the apparent light level at which the player can see.
Definition: character.cpp:1721
static constexpr float LIGHT_TRANSPARENCY_OPEN_AIR
Definition: lightmap.h:36

References clamp(), get_map(), get_vision_threshold(), LIGHT_TRANSPARENCY_OPEN_AIR, pos(), and sight_max.

Referenced by game::calc_driving_offset(), overmap_sight_range(), sees_with_infrared(), and editmap::update_view_with_help().

◆ skin_name()

std::string Character::skin_name ( ) const
overridevirtual

Returns the name of the player's outer layer, e.g.

"armor plates"

Implements Creature.

Definition at line 586 of file character.cpp.

587{
588 // TODO: Return actual deflecting layer name
589 return _( "armor" );
590}

References _.

◆ sound_hallu()

void Character::sound_hallu ( )

Creates an auditory hallucination.

Definition at line 1681 of file suffer.cpp.

1682{
1683 // Random 'dangerous' sound from a random direction
1684 // 1/5 chance to be a loud sound
1685 std::vector<std::string> dir{ "north",
1686 "northeast",
1687 "northwest",
1688 "south",
1689 "southeast",
1690 "southwest",
1691 "east",
1692 "west" };
1693
1694 std::vector<std::string> dirz{ "and above you ", "and below you " };
1695
1696 std::vector<std::tuple<std::string, std::string, std::string>> desc{
1697 std::make_tuple( "whump!", "smash_fail", "t_door_c" ),
1698 std::make_tuple( "crash!", "smash_success", "t_door_c" ),
1699 std::make_tuple( "glass breaking!", "smash_success", "t_window_domestic" ) };
1700
1701 std::vector<std::tuple<std::string, std::string, std::string>> desc_big{
1702 std::make_tuple( "huge explosion!", "explosion", "default" ),
1703 std::make_tuple( "bang!", "fire_gun", "glock_19" ),
1704 std::make_tuple( "blam!", "fire_gun", "mossberg_500" ),
1705 std::make_tuple( "crash!", "smash_success", "t_wall" ),
1706 std::make_tuple( "SMASH!", "smash_success", "t_wall" ) };
1707
1708 std::string i_dir = dir[rng( 0, dir.size() - 1 )];
1709
1710 if( one_in( 10 ) ) {
1711 i_dir += " " + dirz[rng( 0, dirz.size() - 1 )];
1712 }
1713
1714 std::string i_desc;
1715 std::pair<std::string, std::string> i_sound;
1716 if( one_in( 5 ) ) {
1717 int r_int = rng( 0, desc_big.size() - 1 );
1718 i_desc = std::get<0>( desc_big[r_int] );
1719 i_sound = std::make_pair( std::get<1>( desc_big[r_int] ), std::get<2>( desc_big[r_int] ) );
1720 } else {
1721 int r_int = rng( 0, desc.size() - 1 );
1722 i_desc = std::get<0>( desc[r_int] );
1723 i_sound = std::make_pair( std::get<1>( desc[r_int] ), std::get<2>( desc[r_int] ) );
1724 }
1725
1726 add_msg( m_warning, _( "From the %1$s you hear %2$s" ), i_dir, i_desc );
1727 sfx::play_variant_sound( i_sound.first, i_sound.second, rng( 20, 80 ) );
1728}
void play_variant_sound(const std::string &id, const std::string &variant, int volume, units::angle angle, double pitch_min=-1.0, double pitch_max=-1.0)
Definition: sounds.cpp:1597

References _, add_msg(), m_warning, one_in(), sfx::play_variant_sound(), and rng().

Referenced by hardcoded_effects(), and suffer_from_schizophrenia().

◆ speed_rating()

float Character::speed_rating ( ) const
overridevirtual

Returns an approximate number of tiles this creature can travel per turn.

Implements Creature.

Reimplemented in npc.

Definition at line 9972 of file character.cpp.

9973{
9974 float ret = get_speed() / 100.0f;
9975 ret *= 100.0f / run_cost( 100, false );
9976 // Adjustment for player being able to run, but not doing so at the moment
9977 if( move_mode != CMM_RUN ) {
9978 ret *= 1.0f + ( static_cast<float>( get_stamina() ) / static_cast<float>( get_stamina_max() ) );
9979 }
9980 return ret;
9981}
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9997

References CMM_RUN, get_speed(), get_stamina(), get_stamina_max(), move_mode, cata::hash64_detail::ret, and run_cost().

◆ spores()

void Character::spores ( )

Definition at line 8750 of file character.cpp.

8751{
8752 map &here = get_map();
8753 fungal_effects fe( *g, here );
8754 //~spore-release sound
8755 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8756 for( const tripoint &sporep : here.points_in_radius( pos(), 1 ) ) {
8757 if( sporep == pos() ) {
8758 continue;
8759 }
8760 fe.fungalize( sporep, this, 0.25 );
8761 }
8762}

References _, sounds::combat, fungal_effects::fungalize(), g, get_map(), map::points_in_radius(), pos(), and sounds::sound().

Referenced by activate_mutation(), hardcoded_effects(), and suffer_while_awake().

◆ stability_roll()

float Character::stability_roll ( ) const
overridevirtual

Returns value of player's stable footing.

Strength improves player stability roll Perception slightly improves player stability roll Dexterity slightly improves player stability roll Melee improves player stability roll

Implements Creature.

Definition at line 10615 of file character.cpp.

10616{
10617 /** @EFFECT_STR improves player stability roll */
10618
10619 /** @EFFECT_PER slightly improves player stability roll */
10620
10621 /** @EFFECT_DEX slightly improves player stability roll */
10622
10623 /** @EFFECT_MELEE improves player stability roll */
10624 return get_melee() + get_str() + ( get_per() / 3.0f ) + ( get_dex() / 4.0f );
10625}
float get_melee() const override
Returns melee skill level, to be used to throttle dodge practice.
Definition: melee.cpp:886

References get_dex(), get_melee(), get_per(), and get_str().

Referenced by on_hit().

◆ stamina_move_cost_modifier()

float Character::stamina_move_cost_modifier ( ) const

Definition at line 7131 of file character.cpp.

7132{
7133 // Both walk and run speed drop to half their maximums as stamina approaches 0.
7134 // Convert stamina to a float first to allow for decimal place carrying
7135 float stamina_modifier = ( static_cast<float>( get_stamina() ) / get_stamina_max() + 1 ) / 2;
7136 if( move_mode == CMM_RUN && get_stamina() >= 0 ) {
7137 // Rationale: Average running speed is 2x walking speed. (NOT sprinting)
7138 stamina_modifier *= 2.0;
7139 }
7140 if( move_mode == CMM_CROUCH ) {
7141 stamina_modifier *= 0.5;
7142 }
7143 return stamina_modifier;
7144}

References CMM_CROUCH, CMM_RUN, get_stamina(), get_stamina_max(), and move_mode.

Referenced by burn_move_stamina(), and run_cost().

◆ start_destination_activity()

void Character::start_destination_activity ( )

Definition at line 10494 of file character.cpp.

10495{
10496 if( !has_destination_activity() ) {
10497 debugmsg( "Tried to start invalid destination activity" );
10498 return;
10499 }
10500
10503}
void clear_destination()
bool has_destination_activity() const

References assign_activity(), clear_destination(), debugmsg, get_destination_activity(), and has_destination_activity().

Referenced by game::handle_action(), and npc::move().

◆ start_hauling()

void Character::start_hauling ( )

Definition at line 9140 of file character.cpp.

9141{
9142 add_msg( _( "You start hauling items along the ground." ) );
9143 if( is_armed() ) {
9144 add_msg( m_warning, _( "Your hands are not free, which makes hauling slower." ) );
9145 }
9146 hauling = true;
9147}

References _, add_msg(), hauling, is_armed(), and m_warning.

Referenced by haul().

◆ stop_hauling()

void Character::stop_hauling ( )

Definition at line 9149 of file character.cpp.

9150{
9151 add_msg( _( "You stop hauling items." ) );
9152 hauling = false;
9153 if( has_activity( ACT_MOVE_ITEMS ) ) {
9155 }
9156}

References _, ACT_MOVE_ITEMS, add_msg(), cancel_activity(), has_activity(), and hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), and game::vertical_move().

◆ store()

void Character::store ( JsonOut json) const
protected

Load variables from json into object.

These variables are common to both the avatar and NPCs.

Definition at line 653 of file savegame_json.cpp.

654{
655 Creature::store( json );
656
657 // assumes already in Character object
658 // positional data
659 json.member( "posx", position.x );
660 json.member( "posy", position.y );
661 json.member( "posz", position.z );
662
663 // stat
664 json.member( "str_cur", str_cur );
665 json.member( "str_max", str_max );
666 json.member( "dex_cur", dex_cur );
667 json.member( "dex_max", dex_max );
668 json.member( "int_cur", int_cur );
669 json.member( "int_max", int_max );
670 json.member( "per_cur", per_cur );
671 json.member( "per_max", per_max );
672
673 json.member( "str_bonus", str_bonus );
674 json.member( "dex_bonus", dex_bonus );
675 json.member( "per_bonus", per_bonus );
676 json.member( "int_bonus", int_bonus );
677
678 json.member( "name", name );
679
680 json.member( "base_age", init_age );
681 json.member( "base_height", init_height );
682
683 if( prof.is_valid() ) {
684 json.member( "profession", prof );
685 }
686 json.member( "custom_profession", custom_profession );
687
688 // health
689 json.member( "healthy", healthy );
690 json.member( "healthy_mod", healthy_mod );
691 json.member( "healed_24h", healed_total );
692
693 // status
694 json.member( "temp_cur", temp_cur );
695 json.member( "temp_conv", temp_conv );
696 json.member( "frostbite_timer", frostbite_timer );
697 json.member( "body_wetness", body_wetness );
698
699 // needs
700 json.member( "thirst", thirst );
701 json.member( "fatigue", fatigue );
702 json.member( "sleep_deprivation", sleep_deprivation );
703 json.member( "stored_calories", stored_calories );
704 json.member( "radiation", radiation );
705 json.member( "stamina", stamina );
706 json.member( "vitamin_levels", vitamin_levels );
707 json.member( "pkill", pkill );
708 json.member( "omt_path", omt_path );
709 json.member( "consumption_history", consumption_history );
710
711 // crafting etc
712 json.member( "destination_activity", destination_activity );
713 json.member( "activity", activity );
714 json.member( "stashed_outbounds_activity", stashed_outbounds_activity );
715 json.member( "stashed_outbounds_backlog", stashed_outbounds_backlog );
716 json.member( "backlog", backlog );
717 json.member( "activity_vehicle_part_index", activity_vehicle_part_index ); // NPC activity
718
719 // handling for storing activity requirements
720 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
721 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
722 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
723 requirement_data things_to_fetch = requirement_id( backlog.front().str_values.back() ).obj();
724 json.member( "fetch_data", things_to_fetch );
725 }
726
727 if( !weapon.is_null() ) {
728 json.member( "weapon", weapon ); // also saves contents
729 }
730
731 json.member( "stim", stim );
732 json.member( "type_of_scent", type_of_scent );
733
734 // breathing
735 json.member( "oxygen", oxygen );
736
737 // traits: permanent 'mutations' more or less
738 json.member( "traits", my_traits );
739 json.member( "mutations", my_mutations );
740 json.member( "magic", magic );
741 json.member( "martial_arts_data", martial_arts_data );
742 // "Fracking Toasters" - Saul Tigh, toaster
743 json.member( "my_bionics", *my_bionics );
744
745 json.member_as_string( "move_mode", move_mode );
746
747 // storing the mount
748 if( is_mounted() ) {
749 json.member( "mounted_creature", g->critter_tracker->temporary_id( *mounted_creature ) );
750 }
751
752 morale->store( json );
753
754 // skills
755 json.member( "skills" );
756 json.start_object();
757 for( const auto &pair : *_skills ) {
758 json.member( pair.first.str(), pair.second );
759 }
760 json.end_object();
761
762 // npc: unimplemented, potentially useful
763 json.member( "learned_recipes", *learned_recipes );
764 autolearn_skills_stamp->clear(); // Invalidates the cache
765
766 // npc; unimplemented
767 if( power_level < 1_kJ ) {
768 json.member( "power_level", std::to_string( units::to_joule( power_level ) ) + " J" );
769 } else {
770 json.member( "power_level", units::to_kilojoule( power_level ) );
771 }
772 json.member( "max_power_level", units::to_kilojoule( max_power_level ) );
773
774 if( !overmap_time.empty() ) {
775 json.member( "overmap_time" );
776 json.start_array();
777 for( const std::pair<const point_abs_omt, time_duration> &pr : overmap_time ) {
778 json.write( pr.first );
779 json.write( pr.second );
780 }
781 json.end_array();
782 }
783 json.member( "stomach", stomach );
784 json.member( "automoveroute", auto_move_route );
785 json.member( "known_traps" );
786 json.start_array();
787 for( const auto &elem : known_traps ) {
788 json.start_object();
789 json.member( "x", elem.first.x );
790 json.member( "y", elem.first.y );
791 json.member( "z", elem.first.z );
792 json.member( "trap", elem.second );
793 json.end_object();
794 }
795 json.end_array();
796}
void store(JsonOut &jsout) const
These two functions are responsible for storing and loading the members of this class to/from json da...
void member_as_string(const std::string &name, const T &value)
Definition: json.h:746
void end_array()
Definition: json.cpp:2150
void start_array(bool wrap=false)
Definition: json.cpp:2139
void start_object(bool wrap=false)
Definition: json.cpp:2120
void write(T val)
Definition: json.h:615
void end_object()
Definition: json.cpp:2131
void member(const std::string &name)
Definition: json.cpp:2235

References _skills, activity, activity_vehicle_part_index, auto_move_route, autolearn_skills_stamp, backlog, body_wetness, consumption_history, custom_profession, destination_activity, dex_bonus, dex_cur, dex_max, JsonOut::end_array(), JsonOut::end_object(), fatigue, frostbite_timer, g, healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, is_mounted(), item::is_null(), string_id< T >::is_valid(), known_traps, learned_recipes, magic, martial_arts_data, max_power_level, JsonOut::member(), JsonOut::member_as_string(), morale, mounted_creature, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, sleep_deprivation, stamina, JsonOut::start_array(), JsonOut::start_object(), stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, Creature::store(), stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, units::to_joule(), units::to_kilojoule(), to_string(), type_of_scent, vitamin_levels, weapon, JsonOut::write(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by player::store().

◆ suffer()

void Character::suffer ( )

Handles a large number of timers decrementing and other randomized effects.

Definition at line 1443 of file suffer.cpp.

1444{
1445 const int current_stim = get_stim();
1446 // TODO: Remove this section and encapsulate hp_cur
1447 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
1448 if( elem.second.get_hp_cur() <= 0 ) {
1449 add_effect( effect_disabled, 1_turns, elem.first->token );
1450 }
1451 }
1452
1453 for( bionic &bio : *my_bionics ) {
1454 process_bionic( bio );
1455 }
1456
1457 for( std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
1458 const mutation_branch &mdata = mut.first.obj();
1459 if( calendar::once_every( 1_minutes ) ) {
1460 suffer_water_damage( mdata );
1461 }
1462 char_trait_data &tdata = mut.second;
1463 if( tdata.powered ) {
1464 suffer_mutation_power( mdata, tdata );
1465 }
1466 }
1467
1468 if( is_underwater() ) {
1470 }
1471
1473
1474 if( !in_sleep_state() ) {
1475 suffer_while_awake( current_stim );
1476 } // Done with while-awake-only effects
1477
1478 if( has_trait( trait_ASTHMA ) ) {
1479 suffer_from_asthma( current_stim );
1480 }
1481
1487 suffer_from_stimulants( current_stim );
1489 // Stimulants can lessen the PERCEIVED effects of sleep deprivation, but
1490 // they do nothing to cure it. As such, abuse is even more dangerous now.
1491 if( current_stim > 0 ) {
1492 // 100% of blacking out = 20160sd ; Max. stim modifier = 12500sd @ 250stim
1493 // Note: Very high stim already has its own slew of bad effects,
1494 // so the "useful" part of this bonus is actually lower.
1495 sleep_deprivation -= current_stim * 50;
1496 }
1497
1499 //Suffer from enchantments
1500 enchantment_cache->activate_passive( *this );
1501
1502 if( calendar::once_every( 1_hours ) ) {
1504 }
1505}
void suffer_in_sunlight()
Definition: suffer.cpp:719
void suffer_from_artifacts()
Definition: suffer.cpp:1292
void suffer_from_addictions()
Definition: suffer.cpp:274
void suffer_from_stimulants(int current_stim)
Definition: suffer.cpp:1314
void suffer_mutation_power(const mutation_branch &mdata, char_trait_data &tdata)
Definition: suffer.cpp:204
void suffer_water_damage(const mutation_branch &mdata)
suffer() subcalls
Definition: suffer.cpp:184
void suffer_while_awake(int current_stim)
Definition: suffer.cpp:301
void process_bionic(bionic &bio)
Handles bionic effects over time of the entered bionic.
Definition: bionics.cpp:1602
void suffer_from_other_mutations()
Definition: suffer.cpp:946
void suffer_without_sleep(int sleep_deprivation)
Definition: suffer.cpp:1356
void suffer_while_underwater()
Definition: suffer.cpp:251
void suffer_from_bad_bionics()
Definition: suffer.cpp:1199
void suffer_from_radiation()
Definition: suffer.cpp:1055
void suffer_from_asthma(int current_stim)
Definition: suffer.cpp:617
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_disabled("disabled")
static const trait_id trait_ASTHMA("ASTHMA")

References Creature::add_effect(), effect_accumulated_mutagen, effect_disabled, enchantment_cache, Creature::get_body(), get_sleep_deprivation(), get_stim(), has_trait(), in_sleep_state(), Creature::is_underwater(), my_bionics, my_mutations, num_bp, calendar::once_every(), char_trait_data::powered, process_bionic(), sleep_deprivation, suffer_from_addictions(), suffer_from_artifacts(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_stimulants(), suffer_in_sunlight(), suffer_mutation_power(), suffer_water_damage(), suffer_while_awake(), suffer_while_underwater(), suffer_without_sleep(), and trait_ASTHMA.

Referenced by process_turn().

◆ suffer_from_addictions()

void Character::suffer_from_addictions ( )
private

Definition at line 274 of file suffer.cpp.

275{
276 time_duration timer = -6_hours;
277 if( has_trait( trait_ADDICTIVE ) ) {
278 timer = -10_hours;
279 } else if( has_trait( trait_NONADDICTIVE ) ) {
280 timer = -3_hours;
281 }
282 for( addiction &cur_addiction : addictions ) {
283 if( cur_addiction.sated <= 0_turns &&
284 cur_addiction.intensity >= MIN_ADDICTION_LEVEL ) {
285 addict_effect( *this, cur_addiction );
286 }
287 cur_addiction.sated -= 1_turns;
288 // Higher intensity addictions heal faster
289 if( cur_addiction.sated - 10_minutes * cur_addiction.intensity < timer ) {
290 if( cur_addiction.intensity <= 2 ) {
291 rem_addiction( cur_addiction.type );
292 break;
293 } else {
294 cur_addiction.intensity--;
295 cur_addiction.sated = 0_turns;
296 }
297 }
298 }
299}
void addict_effect(Character &u, addiction &add)
Definition: addiction.cpp:57
constexpr int MIN_ADDICTION_LEVEL
Definition: addiction.h:13
void rem_addiction(add_type type)
Removes an addition from the player.
Definition: suffer.cpp:1921

References addict_effect(), addictions, has_trait(), MIN_ADDICTION_LEVEL, rem_addiction(), trait_ADDICTIVE, and trait_NONADDICTIVE.

Referenced by suffer().

◆ suffer_from_artifacts()

void Character::suffer_from_artifacts ( )
private

Definition at line 1292 of file suffer.cpp.

1293{
1294 // Artifact effects
1296 add_effect( effect_attention, 3_turns );
1297 }
1298
1300 get_weather().weather_id->precip < precip_class::heavy ) {
1304 }
1305
1306 if( has_artifact_with( AEP_MUTAGENIC ) && one_turn_in( 48_hours ) ) {
1307 mutate();
1308 }
1309 if( has_artifact_with( AEP_FORCE_TELEPORT ) && one_turn_in( 1_hours ) ) {
1310 teleport::teleport( *this );
1311 }
1312}
const weather_type_id & get_bad_weather() const
weather_type_id weather_override
Definition: weather.h:199
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_BAD_WEATHER
Definition: enums.h:140
const weather_generator & get_cur_weather_gen() const
Definition: weather.cpp:1049
void set_nextweather(time_point t)
Definition: weather.cpp:1101
static const efftype_id effect_attention("attention")

References Creature::add_effect(), AEP_ATTENTION, AEP_BAD_WEATHER, AEP_FORCE_TELEPORT, AEP_MUTAGENIC, effect_attention, weather_generator::get_bad_weather(), weather_manager::get_cur_weather_gen(), get_weather(), has_artifact_with(), heavy, mutate(), calendar::once_every(), one_turn_in(), weather_manager::set_nextweather(), teleport::teleport(), calendar::turn, and weather_manager::weather_override.

Referenced by suffer().

◆ suffer_from_asthma()

void Character::suffer_from_asthma ( int  current_stim)
private

Definition at line 617 of file suffer.cpp.

618{
622 return;
623 }
624 if( !one_in( ( to_turns<int>( 6_hours ) - current_stim * 300 ) *
625 ( has_effect( effect_sleep ) ? 10 : 1 ) ) ) {
626 return;
627 }
628 bool auto_use = has_charges( itype_inhaler, 1 ) || has_charges( itype_oxygen_tank, 1 ) ||
630 bool oxygenator = has_bionic( bio_gills ) && get_power_level() >= ( bio_gills->power_trigger / 8 );
631 if( is_underwater() ) {
632 oxygen = oxygen / 2;
633 auto_use = false;
634 }
635
636 add_msg_player_or_npc( m_bad, _( "You have an asthma attack!" ),
637 "<npcname> starts wheezing and coughing." );
638
640 inventory map_inv;
641 map_inv.form_from_map( g->u.pos(), 2, &g->u );
642 // check if an inhaler is somewhere near
643 bool nearby_use = auto_use || oxygenator || map_inv.has_charges( itype_inhaler, 1 ) ||
644 map_inv.has_charges( itype_oxygen_tank, 1 ) ||
645 map_inv.has_charges( itype_smoxygen_tank, 1 );
646 // check if character has an oxygenator first
647 if( oxygenator ) {
649 add_msg_if_player( m_info, _( "You use your Oxygenator to clear it up, "
650 "then go back to sleep." ) );
651 } else if( auto_use ) {
653 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
654 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
656 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
657 "and go back to sleep." ) );
658 }
659 } else if( nearby_use ) {
660 // create new variable to resolve a reference issue
661 int amount = 1;
662 map &here = get_map();
663 if( !here.use_charges( g->u.pos(), 2, itype_inhaler, amount ).empty() ) {
664 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
665 } else if( !here.use_charges( g->u.pos(), 2, itype_oxygen_tank, amount ).empty() ||
666 !here.use_charges( g->u.pos(), 2, itype_smoxygen_tank, amount ).empty() ) {
667 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
668 "and go back to sleep." ) );
669 }
670 } else {
671 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
672 if( has_effect( effect_sleep ) ) {
673 wake_up();
674 } else {
675 if( !is_npc() ) {
676 g->cancel_activity_or_ignore_query( distraction_type::asthma,
677 _( "You can't focus while choking!" ) );
678 }
679 }
680 }
681 } else if( auto_use ) {
682 int charges = 0;
684 moves -= 40;
685 charges = charges_of( itype_inhaler );
686 if( charges == 0 ) {
687 add_msg_if_player( m_bad, _( "You use your last inhaler charge." ) );
688 } else {
689 add_msg_if_player( m_info, vgettext( "You use your inhaler, "
690 "only %d charge left.",
691 "You use your inhaler, "
692 "only %d charges left.", charges ),
693 charges );
694 }
695 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
697 moves -= 500; // synched with use action
699 if( charges == 0 ) {
700 add_msg_if_player( m_bad, _( "You breathe in last bit of oxygen "
701 "from the tank." ) );
702 } else {
703 add_msg_if_player( m_info, vgettext( "You take a deep breath from your oxygen "
704 "tank, only %d charge left.",
705 "You take a deep breath from your oxygen "
706 "tank, only %d charges left.", charges ),
707 charges );
708 }
709 }
710 } else {
711 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
712 if( !is_npc() ) {
713 g->cancel_activity_or_ignore_query( distraction_type::asthma,
714 _( "You can't focus while choking!" ) );
715 }
716 }
717}
bool use_charges_if_avail(const itype_id &it, int quantity)
Definition: character.cpp:9626
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: inventory.cpp:893
std::list< item > use_charges(const tripoint &origin, int range, const itype_id &type, int &quantity, const std::function< bool(const item &)> &filter=return_true< item >, basecamp *bcp=nullptr)
Definition: map.cpp:5015
static const efftype_id effect_datura("datura")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_asthma("asthma")
static const itype_id itype_oxygen_tank("oxygen_tank")
static const itype_id itype_inhaler("inhaler")
static const itype_id itype_smoxygen_tank("smoxygen_tank")
static const bionic_id bio_gills("bio_gills")
static const efftype_id effect_took_antiasthmatic("took_antiasthmatic")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), asthma, bio_gills, visitable< Character >::charges_of(), effect_adrenaline, effect_asthma, effect_datura, effect_narcosis, effect_sleep, effect_took_antiasthmatic, inventory::form_from_map(), g, get_map(), get_power_level(), has_bionic(), has_charges(), inventory::has_charges(), Creature::has_effect(), in_sleep_state(), Creature::is_npc(), Creature::is_underwater(), itype_inhaler, itype_oxygen_tank, itype_smoxygen_tank, m_bad, m_info, mod_power_level(), Creature::moves, one_in(), oxygen, bionic_data::power_trigger, rng(), map::use_charges(), use_charges_if_avail(), vgettext(), and wake_up().

Referenced by suffer().

◆ suffer_from_bad_bionics()

void Character::suffer_from_bad_bionics ( )
private

Definition at line 1199 of file suffer.cpp.

1200{
1201 // Negative bionics effects
1203 one_turn_in( 2_hours ) &&
1205 add_msg_if_player( m_bad, _( "You suffer a painful electrical discharge!" ) );
1206 mod_pain( 1 );
1207 moves -= 150;
1209
1210 if( weapon.typeId() == itype_e_handcuffs && weapon.charges > 0 ) {
1211 weapon.charges -= rng( 1, 3 ) * 50;
1212 if( weapon.charges < 1 ) {
1213 weapon.charges = 1;
1214 }
1215
1216 add_msg_if_player( m_good, _( "The %s seems to be affected by the discharge." ),
1217 weapon.tname() );
1218 }
1219 sfx::play_variant_sound( "bionics", "elec_discharge", 100 );
1220 }
1221 if( has_bionic( bio_dis_acid ) && one_turn_in( 150_minutes ) ) {
1222 add_msg_if_player( m_bad, _( "You suffer a burning acidic discharge!" ) );
1223 hurtall( 1, nullptr );
1224 sfx::play_variant_sound( "bionics", "acid_discharge", 100 );
1225 sfx::do_player_death_hurt( g->u, false );
1226 }
1227 if( has_bionic( bio_drain ) && get_power_level() > 24_kJ && one_turn_in( 1_hours ) ) {
1228 add_msg_if_player( m_bad, _( "Your batteries discharge slightly." ) );
1229 mod_power_level( -25_kJ );
1230 sfx::play_variant_sound( "bionics", "elec_crackle_low", 100 );
1231 }
1232 if( has_bionic( bio_noise ) && one_turn_in( 50_minutes ) &&
1234 // TODO: NPCs with said bionic
1235 if( !is_deaf() ) {
1236 add_msg( m_bad, _( "A bionic emits a crackle of noise!" ) );
1237 sfx::play_variant_sound( "bionics", "elec_blast", 100 );
1238 } else {
1239 add_msg_if_player( m_bad, _( "You feel your faulty bionic shuddering." ) );
1240 sfx::play_variant_sound( "bionics", "elec_blast_muffled", 100 );
1241 }
1242 sounds::sound( pos(), 60, sounds::sound_t::movement, _( "Crackle!" ) ); //sfx above
1243 }
1245 get_power_level() >= get_max_power_level() * .75 ) {
1246 mod_str_bonus( -3 );
1247 }
1248 if( has_bionic( bio_trip ) && one_turn_in( 50_minutes ) &&
1251 add_msg_if_player( m_bad, _( "Your vision pixelates!" ) );
1252 add_effect( effect_visuals, 10_minutes );
1253 sfx::play_variant_sound( "bionics", "pixelated", 100 );
1254 }
1255 if( has_bionic( bio_spasm ) && one_turn_in( 5_hours ) && !has_effect( effect_downed ) &&
1258 _( "Your malfunctioning bionic causes you to spasm and fall to the floor!" ),
1259 _( "<npcname> spasms and falls to the floor!" ) );
1260 mod_pain( 1 );
1261 add_effect( effect_stunned, 1_turns );
1262 add_effect( effect_downed, 10_turns, num_bp, 0 );
1263 sfx::play_variant_sound( "bionics", "elec_crackle_high", 100 );
1264 }
1266 one_turn_in( 2_hours ) ) {
1267 add_msg_if_player( m_bad, _( "Your bionics short-circuit, causing you to tremble and shiver." ) );
1269 add_effect( effect_shakes, 5_minutes );
1270 sfx::play_variant_sound( "bionics", "elec_crackle_med", 100 );
1271 }
1272 if( has_bionic( bio_leaky ) && one_turn_in( 6_minutes ) ) {
1273 mod_healthy_mod( -1, -200 );
1274 }
1275 if( has_bionic( bio_sleepy ) && one_turn_in( 50_minutes ) && !in_sleep_state() ) {
1276 mod_fatigue( 1 );
1277 }
1278 if( has_bionic( bio_itchy ) && one_turn_in( 50_minutes ) && !has_effect( effect_formication ) &&
1280 add_msg_if_player( m_bad, _( "Your malfunctioning bionic itches!" ) );
1281 body_part bp = random_body_part( true );
1282 add_effect( effect_formication, 10_minutes, bp );
1283 }
1284 if( has_bionic( bio_glowy ) && !has_effect( effect_glowy_led ) && one_turn_in( 50_minutes ) &&
1286 add_msg_if_player( m_bad, _( "Your malfunctioning bionic starts to glow!" ) );
1287 add_effect( effect_glowy_led, 5_minutes );
1289 }
1290}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:366
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1631
static const bionic_id bio_shakes("bio_shakes")
static const efftype_id effect_glowy_led("glowy_led")
static const efftype_id effect_downed("downed")
static const bionic_id bio_power_weakness("bio_power_weakness")
static const bionic_id bio_dis_shock("bio_dis_shock")
static const bionic_id bio_glowy("bio_glowy")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_trip("bio_trip")
static const bionic_id bio_dis_acid("bio_dis_acid")
static const itype_id itype_e_handcuffs("e_handcuffs")
static const bionic_id bio_spasm("bio_spasm")
static const bionic_id bio_sleepy("bio_sleepy")
static const bionic_id bio_noise("bio_noise")
static const efftype_id effect_shakes("shakes")
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_formication("formication")
static const bionic_id bio_drain("bio_drain")
static const bionic_id bio_itchy("bio_itchy")
static const bionic_id bio_leaky("bio_leaky")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bio_dis_acid, bio_dis_shock, bio_drain, bio_glowy, bio_itchy, bio_leaky, bio_noise, bio_power_weakness, bio_shakes, bio_sleepy, bio_spasm, bio_trip, item::charges, sfx::do_player_death_hurt(), effect_downed, effect_formication, effect_glowy_led, effect_narcosis, effect_shakes, effect_stunned, effect_visuals, g, get_max_power_level(), get_power_level(), has_bionic(), Creature::has_effect(), has_max_power(), hurtall(), in_sleep_state(), is_deaf(), itype_e_handcuffs, m_bad, m_good, m_warning, mod_fatigue(), mod_healthy_mod(), mod_pain(), mod_power_level(), mod_str_bonus(), sounds::movement, Creature::moves, num_bp, one_turn_in(), sfx::play_variant_sound(), pos(), bionic_data::power_trigger, random_body_part(), rng(), sounds::sound(), item::tname(), item::typeId(), and weapon.

Referenced by suffer().

◆ suffer_from_chemimbalance()

void Character::suffer_from_chemimbalance ( )
private

Definition at line 368 of file suffer.cpp.

369{
370 if( one_turn_in( 6_hours ) && !has_trait( trait_NOPAIN ) ) {
371 add_msg_if_player( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
372 mod_pain( 3 * rng( 1, 3 ) );
373 }
374 if( one_turn_in( 6_hours ) ) {
375 int pkilladd = 5 * rng( -1, 2 );
376 if( pkilladd > 0 ) {
377 add_msg_if_player( m_bad, _( "You suddenly feel numb." ) );
378 } else if( ( pkilladd < 0 ) && ( !( has_trait( trait_NOPAIN ) ) ) ) {
379 add_msg_if_player( m_bad, _( "You suddenly ache." ) );
380 }
381 mod_painkiller( pkilladd );
382 }
383 if( one_turn_in( 6_hours ) && !has_effect( effect_sleep ) ) {
384 add_msg_if_player( m_bad, _( "You feel dizzy for a moment." ) );
385 moves -= rng( 10, 30 );
386 }
387 if( one_turn_in( 6_hours ) ) {
388 int hungadd = 5 * rng( -1, 3 );
389 if( hungadd > 0 ) {
390 add_msg_if_player( m_bad, _( "You suddenly feel hungry." ) );
391 } else {
392 add_msg_if_player( m_good, _( "You suddenly feel a little full." ) );
393 }
394 mod_stored_kcal( -10 * hungadd );
395 }
396 if( one_turn_in( 6_hours ) ) {
397 add_msg_if_player( m_bad, _( "You suddenly feel thirsty." ) );
398 mod_thirst( 5 * rng( 1, 3 ) );
399 }
400 if( one_turn_in( 6_hours ) ) {
401 add_msg_if_player( m_good, _( "You feel fatigued all of a sudden." ) );
402 mod_fatigue( 10 * rng( 2, 4 ) );
403 }
404 if( one_turn_in( 8_hours ) ) {
405 if( one_in( 3 ) ) {
407 } else {
408 add_morale( MORALE_FEELING_BAD, -20, -100 );
409 }
410 }
411 if( one_turn_in( 6_hours ) ) {
412 if( one_in( 3 ) ) {
413 add_msg_if_player( m_bad, _( "You suddenly feel very cold." ) );
415 } else {
416 add_msg_if_player( m_bad, _( "You suddenly feel cold." ) );
417 temp_cur.fill( BODYTEMP_COLD );
418 }
420 }
421 if( one_turn_in( 6_hours ) ) {
422 if( one_in( 3 ) ) {
423 add_msg_if_player( m_bad, _( "You suddenly feel very hot." ) );
425 } else {
426 add_msg_if_player( m_bad, _( "You suddenly feel hot." ) );
427 temp_cur.fill( BODYTEMP_HOT );
428 }
430 }
431}
static const trait_id trait_NOPAIN("NOPAIN")

References _, add_morale(), Creature::add_msg_if_player(), BODYTEMP_COLD, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, effect_sleep, Creature::has_effect(), has_trait(), m_bad, m_good, mod_fatigue(), mod_pain(), mod_painkiller(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_BAD, MORALE_FEELING_GOOD, Creature::moves, one_in(), one_turn_in(), rng(), temp_cur, and trait_NOPAIN.

Referenced by suffer_while_awake().

◆ suffer_from_other_mutations()

void Character::suffer_from_other_mutations ( )
private

Definition at line 946 of file suffer.cpp.

947{
948 map &here = get_map();
949 if( has_trait( trait_SHARKTEETH ) && one_turn_in( 24_hours ) ) {
950 add_msg_if_player( m_neutral, _( "You shed a tooth!" ) );
951 here.spawn_item( pos(), "bone", 1 );
952 }
953
955 //~Sound of buzzing Insect Wings
956 sounds::sound( pos(), 10, sounds::sound_t::movement, _( "BZZZZZ" ), false, "misc",
957 "insect_wings" );
958 }
959
960 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
961 int root_vitamins = 0;
962 int root_water = 0;
963 if( has_trait( trait_ROOTS3 ) && here.has_flag( flag_PLOWABLE, pos() ) && !wearing_shoes ) {
964 root_vitamins += 1;
966 root_water += 51;
967 }
968 }
969
970 if( x_in_y( root_vitamins, 576 ) ) {
971 vitamin_mod( vitamin_id( "iron" ), 1, true );
972 vitamin_mod( vitamin_id( "calcium" ), 1, true );
973 mod_healthy_mod( 5, 50 );
974 }
975
976 if( x_in_y( root_water, 2550 ) ) {
977 // Plants draw some crazy amounts of water from the ground in real life,
978 // so these numbers try to reflect that uncertain but large amount
979 // this should take 12 hours to meet your daily needs with ROOTS2, and 8 with ROOTS3
980 mod_thirst( -1 );
981 }
982
983 if( has_trait( trait_SORES ) ) {
984 for( const body_part bp : all_body_parts ) {
985 if( bp == bp_head ) {
986 continue;
987 }
988 int sores_pain = 5 + 0.4 * std::abs( encumb( bp ) );
989 if( get_pain() < sores_pain ) {
990 set_pain( sores_pain );
991 }
992 }
993 }
994 //Web Weavers...weave web
996 // this adds intensity to if its not already there.
997 here.add_field( pos(), fd_web, 1 );
998
999 }
1000
1001 // Blind/Deaf for brief periods about once an hour,
1002 // and visuals about once every 30 min.
1003 if( has_trait( trait_PER_SLIME ) ) {
1004 if( one_turn_in( 1_hours ) && !has_effect( effect_deaf ) ) {
1005 add_msg_if_player( m_bad, _( "Suddenly, you can't hear anything!" ) );
1006 add_effect( effect_deaf, rng( 20_minutes, 60_minutes ) );
1007 }
1008 if( one_turn_in( 1_hours ) && !( has_effect( effect_blind ) ) ) {
1009 add_msg_if_player( m_bad, _( "Suddenly, your eyes stop working!" ) );
1010 add_effect( effect_blind, rng( 2_minutes, 6_minutes ) );
1011 }
1012 // Yes, you can be blind and hallucinate at the same time.
1013 // Your post-human biology is truly remarkable.
1014 if( one_turn_in( 30_minutes ) && !( has_effect( effect_visuals ) ) ) {
1015 add_msg_if_player( m_bad, _( "Your visual centers must be acting up…" ) );
1016 add_effect( effect_visuals, rng( 36_minutes, 72_minutes ) );
1017 }
1018 }
1019
1020 if( has_trait( trait_WEB_SPINNER ) && !in_vehicle && one_in( 3 ) ) {
1021 // this adds intensity to if its not already there.
1022 here.add_field( pos(), fd_web, 1 );
1023 }
1024
1025 bool should_mutate = has_trait( trait_UNSTABLE ) && !has_trait( trait_CHAOTIC_BAD ) &&
1026 one_turn_in( 48_hours );
1027 should_mutate |= ( has_trait( trait_CHAOTIC ) || has_trait( trait_CHAOTIC_BAD ) ) &&
1028 one_turn_in( 12_hours );
1029 if( should_mutate ) {
1030 mutate();
1031 }
1032
1033 const bool needs_fire = !has_morale( MORALE_PYROMANIA_NEARFIRE ) &&
1035 if( has_trait( trait_PYROMANIA ) && needs_fire && !in_sleep_state() &&
1036 calendar::once_every( 2_hours ) ) {
1037 add_morale( MORALE_PYROMANIA_NOFIRE, -1, -30, 24_hours, 24_hours, true );
1038 if( calendar::once_every( 4_hours ) ) {
1039 const translation smokin_hot_fiyah =
1040 SNIPPET.random_from_category( "pyromania_withdrawal" ).value_or( translation() );
1041 add_msg_if_player( m_bad, "%s", smokin_hot_fiyah );
1042 }
1043 }
1045 calendar::once_every( 2_hours ) ) {
1047 const translation snip = SNIPPET.random_from_category( "killer_withdrawal" ).value_or(
1048 translation() );
1049 add_msg_if_player( m_bad, "%s", snip );
1050 }
1051 add_morale( MORALE_KILLER_NEED_TO_KILL, -1, -30, 24_hours, 24_hours );
1052 }
1053}
bool has_morale(const morale_type &type) const
Definition: character.cpp:9076
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4291
const morale_type MORALE_KILLER_HAS_KILLED("morale_killer_has_killed")
const morale_type MORALE_PYROMANIA_STARTFIRE("morale_pyromania_startfire")
const morale_type MORALE_KILLER_NEED_TO_KILL("morale_killer_need_to_kill")
const morale_type MORALE_PYROMANIA_NEARFIRE("morale_pyromania_nearfire")
const morale_type MORALE_PYROMANIA_NOFIRE("morale_pyromania_nofire")
static const efftype_id effect_blind("blind")
static const trait_id trait_PER_SLIME("PER_SLIME")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_CHAOTIC("CHAOTIC")
static const trait_id trait_UNSTABLE("UNSTABLE")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_deaf("deaf")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_WINGS_INSECT("WINGS_INSECT")
static const trait_id trait_SORES("SORES")
static const trait_id trait_KILLER("KILLER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const std::string flag_PLOWABLE("PLOWABLE")
static const trait_id trait_ROOTS3("ROOTS3")

References _, Creature::add_effect(), map::add_field(), add_morale(), Creature::add_msg_if_player(), all_body_parts, bp_head, effect_blind, effect_deaf, effect_visuals, encumb(), fd_web, flag_PLOWABLE(), get_map(), Creature::get_pain(), get_thirst(), has_active_mutation(), Creature::has_effect(), map::has_flag(), has_morale(), has_trait(), in_sleep_state(), in_vehicle, is_wearing_shoes(), LEFT, m_bad, m_neutral, mod_healthy_mod(), mod_thirst(), MORALE_KILLER_HAS_KILLED, MORALE_KILLER_NEED_TO_KILL, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, MORALE_PYROMANIA_STARTFIRE, sounds::movement, mutate(), calendar::once_every(), one_in(), one_turn_in(), pos(), snippet_library::random_from_category(), RIGHT, rng(), set_pain(), SNIPPET, sounds::sound(), map::spawn_item(), trait_CHAOTIC, trait_CHAOTIC_BAD, trait_KILLER, trait_PER_SLIME, trait_PYROMANIA, trait_ROOTS3, trait_SHARKTEETH, trait_SORES, trait_UNSTABLE, trait_WEB_SPINNER, trait_WEB_WEAVER, trait_WINGS_INSECT, turgid, vitamin_mod(), and x_in_y().

Referenced by suffer().

◆ suffer_from_radiation()

void Character::suffer_from_radiation ( )
private

Definition at line 1055 of file suffer.cpp.

1056{
1057 map &here = get_map();
1058 // checking for radioactive items in inventory
1059 const int item_radiation = leak_level( "RADIOACTIVE" );
1060 const int map_radiation = here.get_radiation( pos() );
1061 float rads = map_radiation / 100.0f + item_radiation / 10.0f;
1062
1063 int rad_mut = 0;
1064 if( has_trait( trait_RADIOACTIVE3 ) ) {
1065 rad_mut = 3;
1066 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1067 rad_mut = 2;
1068 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1069 rad_mut = 1;
1070 }
1071
1072 // Spread less radiation when sleeping (slower metabolism etc.)
1073 // Otherwise it can quickly get to the point where you simply can't sleep at all
1074 const bool rad_mut_proc = rad_mut > 0 && x_in_y( rad_mut, to_turns<int>( in_sleep_state() ?
1075 3_hours : 30_minutes ) );
1076
1077 bool has_helmet = false;
1078 const bool power_armored = is_wearing_power_armor( &has_helmet );
1079 const bool rad_resist = power_armored || worn_with_flag( flag_RAD_RESIST );
1080
1081 if( rad_mut > 0 ) {
1082 const bool kept_in = is_rad_immune() || ( rad_resist && !one_in( 4 ) );
1083 if( kept_in ) {
1084 // As if standing on a map tile with radiation level equal to rad_mut
1085 rads += rad_mut / 100.0f;
1086 }
1087
1088 if( rad_mut_proc && !kept_in ) {
1089 // Irradiate a random nearby point
1090 // If you can't, irradiate the player instead
1091 tripoint rad_point = pos() + point( rng( -3, 3 ), rng( -3, 3 ) );
1092 // TODO: Radioactive vehicles?
1093 if( here.get_radiation( rad_point ) < rad_mut ) {
1094 here.adjust_radiation( rad_point, 1 );
1095 } else {
1096 rads += rad_mut;
1097 }
1098 }
1099 }
1100
1101 // Used to control vomiting from radiation to make it not-annoying
1102 bool radiation_increasing = irradiate( rads );
1103
1104 if( radiation_increasing && calendar::once_every( 3_minutes ) && has_bionic( bio_geiger ) ) {
1106 _( "You feel an anomalous sensation coming from "
1107 "your radiation sensors." ) );
1108 }
1109
1110 if( calendar::once_every( 15_minutes ) ) {
1111 if( get_rad() < 0 ) {
1112 set_rad( 0 );
1113 } else if( get_rad() > 2000 ) {
1114 set_rad( 2000 );
1115 }
1116 if( get_option<bool>( "RAD_MUTATION" ) && rng( 100, 10000 ) < get_rad() ) {
1117 mutate();
1118 mod_rad( -50 );
1119 } else if( get_rad() > 50 && rng( 1, 3000 ) < get_rad() && ( stomach.get_calories() > 0 ||
1120 radiation_increasing || !in_sleep_state() ) ) {
1121 vomit();
1122 mod_rad( -1 );
1123 }
1124 }
1125
1126 const bool radiogenic = has_trait( trait_RADIOGENIC );
1127 if( radiogenic && calendar::once_every( 30_minutes ) && get_rad() > 0 ) {
1128 // At 200 irradiation, twice as fast as REGEN
1129 if( x_in_y( get_rad(), 200 ) ) {
1130 healall( 1 );
1131 if( rad_mut == 0 ) {
1132 // Don't heal radiation if we're generating it naturally
1133 // That would counter the main downside of radioactivity
1134 mod_rad( -5 );
1135 }
1136 }
1137 }
1138
1139 if( !radiogenic && get_rad() > 0 ) {
1140 // Even if you heal the radiation itself, the damage is done.
1141 const int hmod = get_healthy_mod();
1142 if( hmod > 200 - get_rad() ) {
1143 set_healthy_mod( std::max( -200, 200 - get_rad() ) );
1144 }
1145 }
1146
1147 if( get_rad() > 200 && calendar::once_every( 10_minutes ) && x_in_y( get_rad(), 1000 ) ) {
1148 hurtall( 1, nullptr );
1149 mod_rad( -5 );
1150 }
1151
1152 // Microreactor CBM
1153 const itype_id &plut_cell = item( "plut_cell" ).typeId();
1154 if( get_fuel_type_available( plut_cell ) > 0 ) {
1155 if( calendar::once_every( 60_minutes ) ) {
1156 int rad_mod = 0;
1157 rad_mod += has_bionic( bio_reactor ) ? 3 : 0;
1158 rad_mod += has_bionic( bio_advreactor ) ? 2 : 0;
1159
1160 if( rad_mod > 1 ) {
1161 mod_rad( rad_mod );
1162 }
1163 }
1164
1165 bool powered_reactor = false;
1166
1167 if( has_bionic( bio_reactor ) ) {
1168 if( get_bionic_state( bio_reactor ).powered ) {
1169 powered_reactor = true;
1170 } else {
1171 mod_power_level( 50_J );
1172 }
1173 }
1174
1175 if( has_bionic( bio_advreactor ) ) {
1176 if( get_bionic_state( bio_advreactor ).powered ) {
1177 powered_reactor = true;
1178 } else {
1179 mod_power_level( 100_J );
1180 }
1181 }
1182
1183 if( has_bionic( bio_reactoroverride ) && powered_reactor ) {
1184 if( get_bionic_state( bio_reactoroverride ).powered ) {
1185 int current_fuel_stock = std::stoi( get_value( plut_cell.str() ) );
1186
1187 current_fuel_stock -= 50;
1188
1189 set_value( plut_cell.str(), std::to_string( current_fuel_stock ) );
1190 update_fuel_storage( plut_cell );
1191
1192 mod_power_level( 40_kJ );
1193 mod_rad( 2 );
1194 }
1195 }
1196 }
1197}
int get_fuel_type_available(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2011
void adjust_radiation(const tripoint &p, int delta)
Increment the radiation in the given tile by the given delta (decrement it if delta is negative)
Definition: map.cpp:4155
int get_radiation(const tripoint &p) const
Definition: map.cpp:4131
static const bionic_id bio_geiger("bio_geiger")
static const std::string flag_RAD_RESIST("RAD_RESIST")
static const bionic_id bio_reactoroverride("bio_reactoroverride")
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_advreactor("bio_advreactor")

References _, Creature::add_msg_if_player(), map::adjust_radiation(), bio_advreactor, bio_geiger, bio_reactor, bio_reactoroverride, flag_RAD_RESIST(), get_bionic_state(), stomach_contents::get_calories(), get_fuel_type_available(), get_healthy_mod(), get_map(), get_rad(), map::get_radiation(), Creature::get_value(), has_bionic(), has_trait(), healall(), hurtall(), in_sleep_state(), irradiate(), is_rad_immune(), is_wearing_power_armor(), leak_level(), m_warning, mod_power_level(), mod_rad(), mutate(), calendar::once_every(), one_in(), pos(), rng(), set_healthy_mod(), set_rad(), Creature::set_value(), stomach, string_id< T >::str(), to_string(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, trait_RADIOGENIC, item::typeId(), update_fuel_storage(), vomit(), worn_with_flag(), and x_in_y().

Referenced by suffer().

◆ suffer_from_schizophrenia()

void Character::suffer_from_schizophrenia ( )
private

Definition at line 433 of file suffer.cpp.

434{
435 std::string i_name_w;
436 if( !weapon.is_null() ) {
437 i_name_w = weapon.has_var( "item_label" ) ? weapon.get_var( "item_label" ) :
438 //~ %1$s: weapon name
439 string_format( _( "your %1$s" ), weapon.type_name() );
440 }
441 // Start with the effects that both NPCs and avatars can suffer from
442 // Delusions
443 if( one_turn_in( 8_hours ) ) {
444 if( rng( 1, 20 ) > 5 ) { // 75% chance
445 const translation snip = SNIPPET.random_from_category( "schizo_delusion_paranoid" ).value_or(
446 translation() );
447 add_msg_if_player( m_warning, "%s", snip );
448 add_morale( MORALE_FEELING_BAD, -20, -100 );
449 } else { // 25% chance
450 const translation snip = SNIPPET.random_from_category( "schizo_delusion_grandiose" ).value_or(
451 translation() );
452 add_msg_if_player( m_good, "%s", snip );
454 }
455 return;
456 }
457 // Formication
458 if( one_turn_in( 6_hours ) ) {
459 const translation snip = SNIPPET.random_from_category( "schizo_formication" ).value_or(
460 translation() );
461 body_part bp = random_body_part( true );
462 add_effect( effect_formication, 45_minutes, bp );
463 add_msg_if_player( m_bad, "%s", snip );
464 return;
465 }
466 // Numbness
467 if( one_turn_in( 4_hours ) ) {
468 add_msg_if_player( m_bad, _( "You suddenly feel so numb…" ) );
469 mod_painkiller( 25 );
470 return;
471 }
472 // Hallucination
473 if( one_turn_in( 6_hours ) ) {
474 add_effect( effect_hallu, 6_hours );
475 return;
476 }
477 // Visuals
478 if( one_turn_in( 2_hours ) ) {
479 add_effect( effect_visuals, rng( 15_turns, 60_turns ) );
480 return;
481 }
482 // Shaking
483 if( !has_effect( effect_valium ) && one_turn_in( 4_hours ) ) {
484 add_msg_player_or_npc( m_bad, _( "You start to shake uncontrollably." ),
485 _( "<npcname> starts to shake uncontrollably." ) );
486 add_effect( effect_shakes, rng( 2_minutes, 5_minutes ) );
487 return;
488 }
489 // Shout
490 if( one_turn_in( 4_hours ) ) {
491 shout( SNIPPET.random_from_category( "schizo_self_shout" ).value_or( translation() ).translated() );
492 return;
493 }
494 // Drop weapon
495 if( one_turn_in( 2_days ) && !weapon.is_null() ) {
496 const translation snip = SNIPPET.random_from_category( "schizo_weapon_drop" ).value_or(
497 translation() );
498 std::string str = string_format( snip, i_name_w );
499 str[0] = toupper( str[0] );
500
501 add_msg_if_player( m_bad, "%s", str );
502 item_location loc( *this, &weapon );
503 drop( loc, pos() );
504 return;
505 }
506 // Talk to self
507 if( one_turn_in( 4_hours ) ) {
508 const translation snip = SNIPPET.random_from_category( "schizo_self_talk" ).value_or(
509 translation() );
510 add_msg( _( "%1$s says: \"%2$s\"" ), name, snip );
511 return;
512 }
513
514 // effects of this point are entirely internal, so NPCs can't suffer from them
515 if( is_npc() ) {
516 return;
517 }
518 // Sound
519 if( one_turn_in( 4_hours ) ) {
520 sound_hallu();
521 }
522 // Follower turns hostile
523 if( one_turn_in( 4_hours ) ) {
524 std::vector<shared_ptr_fast<npc>> followers = overmap_buffer.get_npcs_near_player( 12 );
525
526 std::string who_gets_angry = name;
527 if( !followers.empty() ) {
528 who_gets_angry = random_entry_ref( followers )->name;
529 }
530 add_msg_if_player( m_bad, _( "%1$s gets angry!" ), who_gets_angry );
531 return;
532 }
533
534 // Monster dies
535 if( one_turn_in( 6_hours ) ) {
536 // TODO: move to monster group json
537 static const std::array<mtype_id, 5> monsters = { {
539 }
540 };
541 add_msg_if_player( _( "%s dies!" ), random_entry_ref( monsters )->nname() );
542 return;
543 }
544
545 // Limb Breaks
546 if( one_turn_in( 4_hours ) ) {
547 const translation snip = SNIPPET.random_from_category( "broken_limb" ).value_or( translation() );
548 add_msg_if_player( m_bad, "%s", snip );
549 return;
550 }
551
552 // NPC chat
553 if( one_turn_in( 4_hours ) ) {
554 std::string i_name = Name::generate( one_in( 2 ) );
555
556 std::string i_talk = SNIPPET.expand( SNIPPET.random_from_category( "<lets_talk>" ).value_or(
557 translation() ).translated() );
558 parse_tags( i_talk, *this, *this );
559
560 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name, i_talk );
561 return;
562 }
563
564 // Skill raise
565 if( one_turn_in( 12_hours ) ) {
566 skill_id raised_skill = Skill::random_skill();
567 add_msg_if_player( m_good, _( "You increase %1$s to level %2$d." ), raised_skill.obj().name(),
568 get_skill_level( raised_skill ) + 1 );
569 return;
570 }
571
572 // Talking weapon
573 if( !weapon.is_null() ) {
574 // If player has a weapon, picks a message from said weapon
575 // Weapon tells player to kill a monster if any are nearby
576 // Weapon is concerned for player if bleeding
577 // Weapon is concerned for itself if damaged
578 // Otherwise random chit-chat
579 std::vector<weak_ptr_fast<monster>> mons = g->all_monsters().items;
580
581 std::string i_talk_w;
582 bool does_talk = false;
583 if( !mons.empty() && one_turn_in( 12_minutes ) ) {
584 std::vector<std::string> seen_mons;
585 for( weak_ptr_fast<monster> &n : mons ) {
586 if( sees( *n.lock() ) ) {
587 seen_mons.emplace_back( n.lock()->get_name() );
588 }
589 }
590 if( !seen_mons.empty() ) {
591 const translation talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_monster" ).value_or(
592 translation() );
593 i_talk_w = string_format( talk_w, random_entry_ref( seen_mons ) );
594 does_talk = true;
595 }
596 }
597 if( !does_talk && has_effect( effect_bleed ) && one_turn_in( 5_minutes ) ) {
598 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_bleeding" ).value_or(
599 translation() ).translated();
600 does_talk = true;
601 } else if( weapon.damage() >= weapon.max_damage() / 3 && one_turn_in( 1_hours ) ) {
602 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_damaged" ).value_or(
603 translation() ).translated();
604 does_talk = true;
605 } else if( one_turn_in( 4_hours ) ) {
606 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_misc" ).value_or(
607 translation() ).translated();
608 does_talk = true;
609 }
610 if( does_talk ) {
611 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name_w, i_talk_w );
612 return;
613 }
614 }
615}
static skill_id random_skill()
Definition: skill.cpp:205
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1030
int max_damage() const
Maximum amount of damage to an item (state before destroyed)
Definition: item.cpp:6216
bool has_var(const std::string &name) const
Whether the variable is defined at all.
Definition: item.cpp:1075
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
std::string expand(const std::string &str) const
Expand the string by recursively replacing tags in angle brackets (<>) with random snippets from the ...
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17
void parse_tags(std::string &phrase, const Character &u, const Character &me, const itype_id &item_type=itype_id::NULL_ID())
Definition: npctalk.cpp:1617
static const efftype_id effect_bleed("bleed")
static const mtype_id mon_zombie_cop("mon_zombie_cop")
static const efftype_id effect_hallu("hallu")
static const mtype_id mon_zombie_fireman("mon_zombie_fireman")
static const mtype_id mon_zombie_fat("mon_zombie_fat")
static const mtype_id mon_zombie_soldier("mon_zombie_soldier")
static const mtype_id mon_zombie("mon_zombie")
static const efftype_id effect_valium("valium")

References _, Creature::add_effect(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::damage(), drop(), effect_bleed, effect_formication, effect_hallu, effect_shakes, effect_valium, effect_visuals, snippet_library::expand(), g, Name::generate(), overmapbuffer::get_npcs_near_player(), get_skill_level(), item::get_var(), Creature::has_effect(), item::has_var(), Creature::is_npc(), item::is_null(), m_bad, m_good, m_warning, item::max_damage(), mod_painkiller(), mon_zombie, mon_zombie_cop, mon_zombie_fat, mon_zombie_fireman, mon_zombie_soldier, MORALE_FEELING_BAD, MORALE_FEELING_GOOD, name, Skill::name(), string_id< T >::obj(), one_in(), one_turn_in(), overmap_buffer, parse_tags(), pos(), random_body_part(), random_entry_ref(), snippet_library::random_from_category(), Skill::random_skill(), rng(), sees(), shout(), SNIPPET, sound_hallu(), string_format(), item::type_name(), and weapon.

Referenced by suffer_while_awake().

◆ suffer_from_stimulants()

void Character::suffer_from_stimulants ( int  current_stim)
private

Definition at line 1314 of file suffer.cpp.

1315{
1316 // Stim +250 kills
1317 if( current_stim > 210 ) {
1318 if( one_turn_in( 2_minutes ) && !has_effect( effect_downed ) ) {
1319 add_msg_if_player( m_bad, _( "Your muscles spasm!" ) );
1320 if( !has_effect( effect_downed ) ) {
1321 add_msg_if_player( m_bad, _( "You fall to the ground!" ) );
1322 add_effect( effect_downed, rng( 6_turns, 20_turns ) );
1323 }
1324 }
1325 }
1326 if( current_stim > 110 ) {
1327 if( !has_effect( effect_shakes ) && calendar::once_every( 10_minutes ) ) {
1328 add_msg_if_player( _( "You shake uncontrollably." ) );
1329 add_effect( effect_shakes, 15_minutes + 1_turns );
1330 }
1331 }
1332 if( current_stim > 75 ) {
1333 if( calendar::once_every( 5_minutes ) && !has_effect( effect_nausea ) ) {
1334 add_msg_if_player( _( "You feel nauseous…" ) );
1335 add_effect( effect_nausea, 5_minutes );
1336 }
1337 }
1338
1339 //stim -200 or painkillers 240 kills
1340 if( current_stim < -160 || get_painkiller() > 200 ) {
1341 if( one_turn_in( 3_minutes ) && !in_sleep_state() ) {
1342 add_msg_if_player( m_bad, _( "You black out!" ) );
1343 const time_duration dur = rng( 30_minutes, 60_minutes );
1344 add_effect( effect_downed, dur );
1345 fall_asleep( dur );
1346 }
1347 }
1348 if( current_stim < -60 || get_painkiller() > 130 ) {
1349 if( calendar::once_every( 10_minutes ) ) {
1350 add_msg_if_player( m_warning, _( "You feel tired…" ) );
1351 mod_fatigue( rng( 1, 2 ) );
1352 }
1353 }
1354}
static const efftype_id effect_nausea("nausea")

References _, Creature::add_effect(), Creature::add_msg_if_player(), effect_downed, effect_nausea, effect_shakes, fall_asleep(), get_painkiller(), Creature::has_effect(), in_sleep_state(), m_bad, m_warning, mod_fatigue(), calendar::once_every(), one_turn_in(), and rng().

Referenced by suffer().

◆ suffer_from_sunburn()

void Character::suffer_from_sunburn ( )
private

Definition at line 811 of file suffer.cpp.

812{
814 return;
815 }
816
817 std::string sunlight_effect;
819 // Albinism and datura have the same effects, once per minute on average
820 if( !one_turn_in( 1_minutes ) ) {
821 return;
822 }
823 sunlight_effect = _( "The sunlight is really irritating" );
824 } else if( has_trait( trait_SUNBURN ) ) {
825 // Sunburn effects occur about 3 times per minute
826 if( !one_turn_in( 20_seconds ) ) {
827 return;
828 }
829 sunlight_effect = _( "The sunlight burns" );
830 }
831
832 // Sunglasses can keep the sun off the eyes.
833 if( !has_bionic( bio_sunglasses ) &&
834 !( wearing_something_on( bodypart_id( "eyes" ) ) &&
836 add_msg_if_player( m_bad, _( "%s your eyes." ), sunlight_effect );
837 // Pain (1/60) or loss of focus (59/60)
838 if( one_turn_in( 1_minutes ) ) {
839 mod_pain( 1 );
840 } else {
841 focus_pool --;
842 }
843 }
844 // Umbrellas can keep the sun off the skin
845 if( weapon.has_flag( "RAIN_PROTECT" ) ) {
846 return;
847 }
848
849 std::map<bodypart_id, float> bp_exposure = bodypart_exposure();
850
851 // Minimum exposure threshold for pain
852 const float MIN_EXPOSURE = 0.01f;
853 // Count how many body parts are above the threshold
854 int count_affected_bp = 0;
855 // Get the most exposed body part, and how exposed it is. This is to tell the player what body
856 // part is most irritated by sun, so they know what needs to be covered up better.
857 bodypart_id most_exposed_bp;
858 float max_exposure = 0.0f;
859 // Check each bodypart with exposure above the minimum
860 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
861 const float exposure = bp_exp.second;
862 // Skip minimally-exposed parts, and skip the eyes (handled by sunglasses)
863 if( exposure <= MIN_EXPOSURE || bp_exp.first == bodypart_id( "eyes" ) ) {
864 continue;
865 }
866 ++count_affected_bp;
867 if( exposure > max_exposure ) {
868 max_exposure = exposure;
869 most_exposed_bp = bp_exp.first;
870 }
871 }
872
873 // If all body parts are protected, there is no suffering
874 if( count_affected_bp == 0 || !most_exposed_bp ) {
875 return;
876 }
877
878 // Check if both arms/legs are affected
879 int count_limbs = 1;
880 const bodypart_id &other_bp = most_exposed_bp->opposite_part;
881 const bodypart_id &other_bp_rev = other_bp->opposite_part;
882 // If these are different, we have a left/right part like a leg or arm.
883 // If same, it's a central body part with no opposite, like head or torso.
884 // Only used to generate a simpler message when both arms or both legs are affected.
885 if( other_bp != other_bp_rev ) {
886 const auto found = bp_exposure.find( other_bp );
887 // Is opposite part exposed?
888 if( found != bp_exposure.end() && found->second > MIN_EXPOSURE ) {
889 ++count_limbs;
890 }
891 }
892 // Get singular or plural body part name; append "and other body parts" if appropriate
893 std::string bp_name = body_part_name( most_exposed_bp, count_limbs );
894 if( count_affected_bp == count_limbs ) {
895 add_msg_if_player( m_bad, _( "%s your %s." ), sunlight_effect, bp_name );
896 } else {
897 add_msg_if_player( m_bad, _( "%s your %s and other body parts." ), sunlight_effect,
898 bp_name );
899 }
900
901 // Wake up from skin irritation/burning
902 if( has_effect( effect_sleep ) ) {
903 wake_up();
904 }
905
906 // Solar Sensitivity (SUNBURN) trait causes injury to exposed parts
907 if( has_trait( trait_SUNBURN ) ) {
908 mod_pain( 1 );
909 // Check exposure of all body parts
910 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
911 const bodypart_id &this_part = bp_exp.first;
912 const float exposure = bp_exp.second;
913 // Skip parts with adequate protection
914 if( exposure <= MIN_EXPOSURE ) {
915 continue;
916 }
917 // Don't damage eyes directly, since it takes from head HP (in other words, your head
918 // won't be destroyed if only your eyes are exposed).
919 if( this_part == bodypart_id( "eyes" ) ) {
920 continue;
921 }
922 // Exposure percentage determines likelihood of injury
923 // 10% exposure is 10% chance of injury, naked = 100% chance
924 if( x_in_y( exposure, 1.0 ) ) {
925 // Because hands and feet share an HP pool with arms and legs, and the mouth shares
926 // an HP pool with the head, those parts take an unfair share of damage in relation
927 // to the torso, which only has one part. Increase torso damage to balance this.
928 if( this_part == bodypart_id( "torso" ) ) {
929 apply_damage( nullptr, this_part, 2 );
930 } else {
931 apply_damage( nullptr, this_part, 1 );
932 }
933 }
934 }
935 } else {
936 // Albinism/datura causes pain (1/60) or focus loss (59/60)
937 if( one_turn_in( 1_minutes ) ) {
938 mod_pain( 1 );
939 } else {
940 focus_pool --;
941 }
942 }
943}
std::map< bodypart_id, float > bodypart_exposure()
Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).
Definition: suffer.cpp:784
static const trait_id trait_ALBINO("ALBINO")
static const std::string flag_BLIND("BLIND")
static const trait_id trait_SUNBURN("SUNBURN")
static const std::string flag_SUN_GLASSES("SUN_GLASSES")
static const bionic_id bio_sunglasses("bio_sunglasses")

References _, Creature::add_msg_if_player(), apply_damage(), bio_sunglasses, body_part_name(), bodypart_exposure(), effect_datura, effect_sleep, flag_BLIND(), flag_SUN_GLASSES(), focus_pool, has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), m_bad, mod_pain(), one_turn_in(), trait_ALBINO, trait_SUNBURN, wake_up(), weapon, wearing_something_on(), worn_with_flag(), and x_in_y().

Referenced by suffer_in_sunlight().

◆ suffer_in_sunlight()

void Character::suffer_in_sunlight ( )
private

Definition at line 719 of file suffer.cpp.

720{
721 double sleeve_factor = armwear_factor();
722 const bool has_hat = wearing_something_on( bodypart_id( "head" ) );
723 const bool leafy = has_trait( trait_LEAVES ) || has_trait( trait_LEAVES2 ) ||
725 const bool leafier = has_trait( trait_LEAVES2 ) || has_trait( trait_LEAVES3 );
726 const bool leafiest = has_trait( trait_LEAVES3 );
727 int sunlight_nutrition = 0;
728 if( leafy && get_map().is_outside( pos() ) && ( g->light_level( pos().z ) >= 40 ) ) {
729 const float weather_factor = ( get_weather().weather_id->sun_intensity >=
730 sun_intensity_type::normal ) ? 1.0 : 0.5;
731 const int player_local_temp = get_weather().get_temperature( pos() );
732 int flux = ( player_local_temp - 65 ) / 2;
733 if( !has_hat ) {
734 sunlight_nutrition += ( 100 + flux ) * weather_factor;
735 }
736 if( leafier ) {
737 int rate = ( ( 100 * sleeve_factor ) + flux ) * 2;
738 sunlight_nutrition += ( rate * ( leafiest ? 2 : 1 ) ) * weather_factor;
739 }
740 }
741
742 if( x_in_y( sunlight_nutrition, 18000 ) ) {
743 vitamin_mod( vitamin_id( "vitA" ), 1, true );
744 vitamin_mod( vitamin_id( "vitC" ), 1, true );
745 }
746
747 if( x_in_y( sunlight_nutrition, 12000 ) ) {
748 mod_stored_kcal( 10 );
749 stomach.ate();
750 }
751
752 if( !g->is_in_sunlight( pos() ) ) {
753 return;
754 }
755
758 }
759
761 get_weather().weather_id->sun_intensity >= sun_intensity_type::high ) {
762 mod_str_bonus( -1 );
763 mod_dex_bonus( -1 );
764 add_miss_reason( _( "The sunlight distracts you." ), 1 );
765 mod_int_bonus( -1 );
766 mod_per_bonus( -1 );
767 }
768 if( has_trait( trait_TROGLO2 ) ) {
769 mod_str_bonus( -1 );
770 mod_dex_bonus( -1 );
771 add_miss_reason( _( "The sunlight distracts you." ), 1 );
772 mod_int_bonus( -1 );
773 mod_per_bonus( -1 );
774 }
775 if( has_trait( trait_TROGLO3 ) ) {
776 mod_str_bonus( -4 );
777 mod_dex_bonus( -4 );
778 add_miss_reason( _( "You can't stand the sunlight!" ), 4 );
779 mod_int_bonus( -4 );
780 mod_per_bonus( -4 );
781 }
782}
void suffer_from_sunburn()
Definition: suffer.cpp:811
double armwear_factor() const
Same as footwear factor, but for arms.
Definition: character.cpp:8897
weather_type_id weather_id
Definition: weather.h:193
sun_intensity_type sun_intensity
Definition: weather_type.h:121
static const trait_id trait_LEAVES("LEAVES")
static const trait_id trait_TROGLO3("TROGLO3")
static const trait_id trait_LEAVES2("LEAVES2")
static const trait_id trait_TROGLO("TROGLO")
static const trait_id trait_TROGLO2("TROGLO2")
static const trait_id trait_LEAVES3("LEAVES3")

References _, add_miss_reason(), armwear_factor(), stomach_contents::ate(), effect_datura, g, get_map(), weather_manager::get_temperature(), get_weather(), Creature::has_effect(), has_trait(), high, mod_dex_bonus(), mod_int_bonus(), mod_per_bonus(), mod_stored_kcal(), mod_str_bonus(), normal, pos(), stomach, suffer_from_sunburn(), weather_type::sun_intensity, trait_ALBINO, trait_LEAVES, trait_LEAVES2, trait_LEAVES3, trait_SUNBURN, trait_TROGLO, trait_TROGLO2, trait_TROGLO3, vitamin_mod(), wearing_something_on(), weather_manager::weather_id, and x_in_y().

Referenced by suffer().

◆ suffer_mutation_power()

void Character::suffer_mutation_power ( const mutation_branch mdata,
char_trait_data tdata 
)
private

Definition at line 204 of file suffer.cpp.

205{
206 if( tdata.powered && tdata.charge > 0 ) {
207 // Already-on units just lose a bit of charge
208 tdata.charge--;
209 } else {
210 // Not-on units, or those with zero charge, have to pay the power cost
211 if( mdata.cooldown > 0 ) {
212 tdata.powered = true;
213 tdata.charge = mdata.cooldown - 1;
214 }
215 if( mdata.hunger ) {
216 // does not directly modify hunger, but burns kcal
217 mod_stored_nutr( mdata.cost );
220 _( "You're too malnourished to keep your %s going." ),
221 mdata.name() );
222 tdata.powered = false;
223 }
224 }
225 if( mdata.thirst ) {
226 mod_thirst( mdata.cost );
227 // Well into Dehydrated
230 _( "You're too dehydrated to keep your %s going." ),
231 mdata.name() );
232 tdata.powered = false;
233 }
234 }
235 if( mdata.fatigue ) {
236 mod_fatigue( mdata.cost );
237 // Exhausted
240 _( "You're too exhausted to keep your %s going." ),
241 mdata.name() );
242 tdata.powered = false;
243 }
244 }
245 if( !tdata.powered ) {
246 apply_mods( mdata.id, false );
247 }
248 }
249}
constexpr float underweight

References _, Creature::add_msg_if_player(), apply_mods(), bmi(), char_trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, dehydrated, exhausted, mutation_branch::fatigue, get_fatigue(), get_thirst(), mutation_branch::hunger, mutation_branch::id, m_warning, mod_fatigue(), mod_stored_nutr(), mod_thirst(), mutation_branch::name(), char_trait_data::powered, mutation_branch::thirst, and character_weight_category::underweight.

Referenced by suffer().

◆ suffer_water_damage()

void Character::suffer_water_damage ( const mutation_branch mdata)
private

suffer() subcalls

Definition at line 184 of file suffer.cpp.

185{
186 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
187 const float wetness_percentage = static_cast<float>( body_wetness[elem.first->token] ) /
188 drench_capacity[elem.first->token];
189 const int dmg = mdata.weakness_to_water * wetness_percentage;
190 if( dmg > 0 ) {
191 apply_damage( nullptr, elem.first, dmg );
192 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the water." ),
193 _( "<npcname>'s %s is damaged by the water." ),
194 body_part_name( elem.first ) );
195 } else if( dmg < 0 && elem.second.is_at_max_hp() ) {
196 heal( elem.first, std::abs( dmg ) );
197 add_msg_player_or_npc( m_good, _( "Your %s is healed by the water." ),
198 _( "<npcname>'s %s is healed by the water." ),
199 body_part_name( elem.first ) );
200 }
201 }
202}
int weakness_to_water
maximum damage dealt by water every minute when wet.
Definition: mutation.h:168

References _, Creature::add_msg_player_or_npc(), apply_damage(), body_part_name(), body_wetness, drench_capacity, Creature::get_body(), heal(), m_bad, m_good, and mutation_branch::weakness_to_water.

Referenced by suffer().

◆ suffer_while_awake()

void Character::suffer_while_awake ( int  current_stim)
private

Definition at line 301 of file suffer.cpp.

302{
304 ( weight_carried() > 4 * weight_capacity() ) ) {
305 if( has_effect( effect_downed ) ) {
306 add_effect( effect_downed, 1_turns, num_bp, 0 );
307 } else {
308 add_effect( effect_downed, 2_turns, num_bp, 0 );
309 }
310 }
313 }
317 }
318
320 if( one_turn_in( 8_hours ) ) {
322 _( "You're suddenly overcome with the urge to sleep and you pass out." ),
323 _( "<npcname>'s suddenly passes out." ) );
324 fall_asleep( 20_minutes );
325 }
326 }
327
329 if( current_stim > 50 && one_in( to_turns<int>( 30_minutes ) - ( current_stim * 6 ) ) ) {
330 add_effect( effect_shakes, 30_minutes + 1_turns * current_stim );
331 } else if( ( get_kcal_percent() < 0.95f ) &&
332 one_turn_in( 60_minutes - 1_seconds * ( max_stored_kcal() - get_stored_kcal() ) ) ) {
333 add_effect( effect_shakes, 40_minutes );
334 }
335 }
336
337 if( has_trait( trait_MOODSWINGS ) && one_turn_in( 6_hours ) ) {
338 if( rng( 1, 20 ) > 9 ) {
339 // 55% chance
340 add_morale( MORALE_MOODSWING, -100, -500 );
341 } else {
342 // 45% chance
343 add_morale( MORALE_MOODSWING, 100, 500 );
344 }
345 }
346
347 if( has_trait( trait_VOMITOUS ) && one_turn_in( 7_hours ) ) {
348 vomit();
349 }
350
351 if( has_trait( trait_SHOUT1 ) && one_turn_in( 6_hours ) ) {
352 shout();
353 }
354 if( has_trait( trait_SHOUT2 ) && one_turn_in( 4_hours ) ) {
355 shout();
356 }
357 if( has_trait( trait_SHOUT3 ) && one_turn_in( 3_hours ) ) {
358 shout();
359 }
360 if( has_trait( trait_M_SPORES ) && one_turn_in( 4_hours ) ) {
361 spores();
362 }
363 if( has_trait( trait_M_BLOSSOMS ) && one_turn_in( 3_hours ) ) {
364 blossoms();
365 }
366}
void suffer_from_chemimbalance()
Definition: suffer.cpp:368
void suffer_from_schizophrenia()
Definition: suffer.cpp:433
const morale_type MORALE_MOODSWING("morale_moodswing")
static const trait_id trait_JITTERY("JITTERY")
static const trait_id trait_SHOUT1("SHOUT1")
static const trait_id trait_NARCOLEPTIC("NARCOLEPTIC")
static const efftype_id effect_took_thorazine("took_thorazine")
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
static const trait_id trait_CHEMIMBALANCE("CHEMIMBALANCE")
static const trait_id trait_M_BLOSSOMS("M_BLOSSOMS")
static const trait_id trait_SHOUT3("SHOUT3")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const trait_id trait_M_SPORES("M_SPORES")
static const trait_id trait_MOODSWINGS("MOODSWINGS")

References _, Creature::add_effect(), add_morale(), Creature::add_msg_player_or_npc(), AEP_SCHIZO, blossoms(), effect_downed, effect_shakes, effect_took_thorazine, fall_asleep(), get_kcal_percent(), get_stored_kcal(), has_artifact_with(), Creature::has_effect(), has_trait(), m_bad, max_stored_kcal(), MORALE_MOODSWING, num_bp, one_in(), one_turn_in(), rng(), shout(), spores(), suffer_from_chemimbalance(), suffer_from_schizophrenia(), trait_CHEMIMBALANCE, trait_DEBUG_STORAGE, trait_JITTERY, trait_M_BLOSSOMS, trait_M_SPORES, trait_MOODSWINGS, trait_NARCOLEPTIC, trait_SCHIZOPHRENIC, trait_SHOUT1, trait_SHOUT2, trait_SHOUT3, trait_VOMITOUS, vomit(), weight_capacity(), and weight_carried().

Referenced by suffer().

◆ suffer_while_underwater()

void Character::suffer_while_underwater ( )
private

Definition at line 251 of file suffer.cpp.

252{
254 oxygen--;
255 }
256 if( oxygen < 12 && worn_with_flag( "REBREATHER" ) ) {
257 oxygen += 12;
258 }
259 if( oxygen <= 5 ) {
261 oxygen += 5;
263 } else {
264 add_msg_if_player( m_bad, _( "You're drowning!" ) );
265 apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 4 ) );
266 }
267 }
268 if( has_trait( trait_FRESHWATEROSMOSIS ) && !get_map().has_flag_ter( "SALT_WATER", pos() ) &&
270 mod_thirst( -1 );
271 }
272}
static const trait_id trait_FRESHWATEROSMOSIS("FRESHWATEROSMOSIS")
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")

References _, Creature::add_msg_if_player(), apply_damage(), bio_gills, get_map(), get_power_level(), get_thirst(), has_bionic(), has_trait(), m_bad, mod_power_level(), mod_thirst(), oxygen, pos(), bionic_data::power_trigger, rng(), trait_FRESHWATEROSMOSIS, trait_GILLS, trait_GILLS_CEPH, turgid, and worn_with_flag().

Referenced by suffer().

◆ suffer_without_sleep()

void Character::suffer_without_sleep ( int  sleep_deprivation)
private

Definition at line 1356 of file suffer.cpp.

1357{
1358 if( has_effect( effect_meth ) ) {
1359 return;
1360 }
1361 // redo as a snippet?
1363 if( one_turn_in( 50_minutes ) ) {
1364 switch( dice( 1, 4 ) ) {
1365 default:
1366 case 1:
1367 add_msg_player_or_npc( m_warning, _( "You tiredly rub your eyes." ),
1368 _( "<npcname> tiredly rubs their eyes." ) );
1369 break;
1370 case 2:
1371 add_msg_player_or_npc( m_warning, _( "You let out a small yawn." ),
1372 _( "<npcname> lets out a small yawn." ) );
1373 break;
1374 case 3:
1375 add_msg_player_or_npc( m_warning, _( "You stretch your back." ),
1376 _( "<npcname> stretches their back." ) );
1377 break;
1378 case 4:
1379 add_msg_player_or_npc( m_warning, _( "You feel mentally tired." ),
1380 _( "<npcname> lets out a huge yawn." ) );
1381 break;
1382 }
1383 }
1384 }
1385 // Minor discomfort
1387 if( one_turn_in( 75_minutes ) ) {
1388 add_msg_if_player( m_warning, _( "You feel lightheaded for a moment." ) );
1389 moves -= 10;
1390 }
1391 if( one_turn_in( 100_minutes ) ) {
1392 add_msg_if_player( m_warning, _( "Your muscles spasm uncomfortably." ) );
1393 mod_pain( 2 );
1394 }
1395 if( !has_effect( effect_visuals ) && one_turn_in( 150_minutes ) ) {
1396 add_msg_if_player( m_warning, _( "Your vision blurs a little." ) );
1397 add_effect( effect_visuals, rng( 1_minutes, 5_minutes ) );
1398 }
1399 }
1400 // Slight disability
1402 if( one_turn_in( 75_minutes ) ) {
1403 add_msg_if_player( m_bad, _( "Your mind lapses into unawareness briefly." ) );
1404 moves -= rng( 20, 80 );
1405 }
1406 if( one_turn_in( 125_minutes ) ) {
1407 add_msg_if_player( m_bad, _( "Your muscles ache in stressfully unpredictable ways." ) );
1408 mod_pain( rng( 2, 10 ) );
1409 }
1410 if( one_turn_in( 5_hours ) ) {
1411 add_msg_if_player( m_bad, _( "You have a distractingly painful headache." ) );
1412 mod_pain( rng( 10, 25 ) );
1413 }
1414 }
1415 // Major disability, high chance of passing out also relevant
1417 if( !has_effect( effect_nausea ) && one_turn_in( 500_minutes ) ) {
1418 add_msg_if_player( m_bad, _( "You feel heartburn and an acid taste in your mouth." ) );
1419 mod_pain( 5 );
1420 add_effect( effect_nausea, rng( 5_minutes, 30_minutes ) );
1421 }
1422 if( one_turn_in( 5_hours ) ) {
1423 add_msg_if_player( m_bad, _( "Your mind is so tired that you feel you can't trust "
1424 "your eyes anymore." ) );
1425 add_effect( effect_hallu, rng( 5_minutes, 60_minutes ) );
1426 }
1427 if( !has_effect( effect_shakes ) && one_turn_in( 425_minutes ) ) {
1428 add_msg_if_player( m_bad, _( "Your muscles spasm uncontrollably, and you have "
1429 "trouble keeping your balance." ) );
1430 add_effect( effect_shakes, 15_minutes );
1431 } else if( has_effect( effect_shakes ) && one_turn_in( 75_seconds ) ) {
1432 moves -= 10;
1433 add_msg_player_or_npc( m_warning, _( "Your shaking legs make you stumble." ),
1434 _( "<npcname> stumbles." ) );
1435 if( !has_effect( effect_downed ) && one_in( 10 ) ) {
1436 add_msg_player_or_npc( m_bad, _( "You fall over!" ), _( "<npcname> falls over!" ) );
1437 add_effect( effect_downed, rng( 3_turns, 10_turns ) );
1438 }
1439 }
1440 }
1441}
static const efftype_id effect_meth("meth")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dice(), effect_downed, effect_hallu, effect_meth, effect_nausea, effect_shakes, effect_visuals, harmless, Creature::has_effect(), m_bad, m_warning, major, minor, mod_pain(), Creature::moves, one_in(), one_turn_in(), rng(), serious, and sleep_deprivation.

Referenced by suffer().

◆ swim_speed()

int Character::swim_speed ( ) const

Returns the player's speed for swimming across water tiles.

Strength increases swim speed bonus from PAWS Strength increases swim speed bonus from PAWS_LARGE Strength increases swim speed bonus from swim_fins Strength increases swim speed bonus from WEBBED Swimming increases swim speed Strength increases swim speed Dexterity increases swim speed

Definition at line 808 of file character.cpp.

809{
810 int ret;
811 if( is_mounted() ) {
812 monster *mon = mounted_creature.get();
813 // no difference in swim speed by monster type yet.
814 // TODO: difference in swim speed by monster type.
815 // No monsters are currently mountable and can swim, though mods may allow this.
816 if( mon->swims() ) {
817 ret = 25;
818 ret += get_weight() / 120_gram - 50 * mon->get_size();
819 return ret;
820 }
821 }
822 const auto usable = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
823 float hand_bonus_mult = ( usable.test( bp_hand_l ) ? 0.5f : 0.0f ) +
824 ( usable.test( bp_hand_r ) ? 0.5f : 0.0f );
825
826 // base swim speed.
827 ret = ( 440 * mutation_value( "movecost_swim_modifier" ) ) + weight_carried() /
828 ( 60_gram / mutation_value( "movecost_swim_modifier" ) ) - 50 * get_skill_level( skill_swimming );
829 /** @EFFECT_STR increases swim speed bonus from PAWS */
830 if( has_trait( trait_PAWS ) ) {
831 ret -= hand_bonus_mult * ( 20 + str_cur * 3 );
832 }
833 /** @EFFECT_STR increases swim speed bonus from PAWS_LARGE */
834 if( has_trait( trait_PAWS_LARGE ) ) {
835 ret -= hand_bonus_mult * ( 20 + str_cur * 4 );
836 }
837 /** @EFFECT_STR increases swim speed bonus from swim_fins */
838 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) ||
839 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
840 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) &&
841 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
842 ret -= ( 15 * str_cur );
843 } else {
844 ret -= ( 15 * str_cur ) / 2;
845 }
846 }
847 /** @EFFECT_STR increases swim speed bonus from WEBBED */
848 if( has_trait( trait_WEBBED ) ) {
849 ret -= hand_bonus_mult * ( 60 + str_cur * 5 );
850 }
851 /** @EFFECT_SWIMMING increases swim speed */
852 ret += ( 50 - get_skill_level( skill_swimming ) * 2 ) * ( ( encumb( bp_leg_l ) + encumb(
853 bp_leg_r ) ) / 10 );
854 ret += ( 80 - get_skill_level( skill_swimming ) * 3 ) * ( encumb( bp_torso ) / 10 );
855 if( get_skill_level( skill_swimming ) < 10 ) {
856 for( auto &i : worn ) {
857 ret += i.volume() / 125_ml * ( 10 - get_skill_level( skill_swimming ) );
858 }
859 }
860 /** @EFFECT_STR increases swim speed */
861
862 /** @EFFECT_DEX increases swim speed */
863 ret -= str_cur * 6 + dex_cur * 4;
864 if( worn_with_flag( "FLOTATION" ) ) {
865 ret = std::min( ret, 400 );
866 ret = std::max( ret, 200 );
867 }
868 // If (ret > 500), we can not swim; so do not apply the underwater bonus.
869 if( is_underwater() && ret < 500 ) {
870 ret -= 50;
871 }
872
873 // Running movement mode while swimming means faster swim style, like crawlstroke
874 if( move_mode == CMM_RUN ) {
875 ret -= 80;
876 }
877 // Crouching movement mode while swimming means slower swim style, like breaststroke
878 if( move_mode == CMM_CROUCH ) {
879 ret += 50;
880 }
881
882 if( ret < 30 ) {
883 ret = 30;
884 }
885 return ret;
886}
static const skill_id skill_swimming("swimming")
static const trait_id trait_WEBBED("WEBBED")
static const trait_id trait_PAWS_LARGE("PAWS_LARGE")
static const trait_id trait_PAWS("PAWS")
bool swims() const
Definition: monster.cpp:955

References bp_hand_l, bp_hand_r, bp_leg_l, bp_leg_r, bp_torso, CMM_CROUCH, CMM_RUN, dex_cur, encumb(), exclusive_flag_coverage(), monster::get_size(), get_skill_level(), get_weight(), has_trait(), is_mounted(), Creature::is_underwater(), mounted_creature, move_mode, mutation_value(), cata::hash64_detail::ret, skill_swimming, str_cur, monster::swims(), trait_PAWS, trait_PAWS_LARGE, trait_WEBBED, weight_carried(), worn, and worn_with_flag().

Referenced by avatar_action::move(), avatar_action::swim(), and game::vertical_move().

◆ switch_mutations()

void Character::switch_mutations ( const trait_id switched,
const trait_id target,
bool  start_powered 
)

Unset switched mutation and set target mutation instead.

Definition at line 182 of file mutation.cpp.

184{
185 unset_mutation( switched );
186 mutation_loss_effect( switched );
187
188 set_mutation( target );
189 my_mutations[target].powered = start_powered;
190 mutation_effect( target );
191}

References mutation_effect(), mutation_loss_effect(), my_mutations, set_mutation(), and unset_mutation().

Referenced by activate_mutation(), and deactivate_mutation().

◆ symbol()

const std::string & Character::symbol ( ) const
overridevirtual

Implements Creature.

Definition at line 531 of file character.cpp.

532{
533 static const std::string character_symbol( "@" );
534 return character_symbol;
535}

Referenced by anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and avatar::memorize_symbol().

◆ symbol_color()

nc_color Character::symbol_color ( ) const
overridevirtual

Implements Creature.

Definition at line 6022 of file character.cpp.

6023{
6024 nc_color basic = basic_symbol_color();
6025
6026 if( has_effect( effect_downed ) ) {
6027 return hilite( basic );
6028 } else if( has_effect( effect_grabbed ) ) {
6029 return cyan_background( basic );
6030 }
6031
6032 const auto &fields = get_map().field_at( pos() );
6033
6034 // Priority: electricity, fire, acid, gases
6035 bool has_elec = false;
6036 bool has_fire = false;
6037 bool has_acid = false;
6038 bool has_fume = false;
6039 for( const auto &field : fields ) {
6040 has_elec = field.first.obj().has_elec;
6041 if( has_elec ) {
6042 return hilite( basic );
6043 }
6044 has_fire = field.first.obj().has_fire;
6045 has_acid = field.first.obj().has_acid;
6046 has_fume = field.first.obj().has_fume;
6047 }
6048 if( has_fire ) {
6049 return red_background( basic );
6050 }
6051 if( has_acid ) {
6052 return green_background( basic );
6053 }
6054 if( has_fume ) {
6055 return white_background( basic );
6056 }
6057 if( in_sleep_state() ) {
6058 return hilite( basic );
6059 }
6060 return basic;
6061}
nc_color basic_symbol_color() const override
Definition: character.cpp:5992
A variable sized collection of field entries on a given map square.
Definition: field.h:131
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5397
nc_color white_background(const nc_color &c)
Definition: color.cpp:521
nc_color green_background(const nc_color &c)
Definition: color.cpp:527
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
nc_color cyan_background(const nc_color &c)
Definition: color.cpp:545
nc_color hilite(const nc_color &c)
Definition: color.cpp:509

References basic_symbol_color(), cyan_background(), effect_downed, effect_grabbed, map::field_at(), get_map(), green_background(), Creature::has_effect(), has_fire(), hilite(), in_sleep_state(), pos(), red_background(), and white_background().

Referenced by overmap_ui::draw_ascii(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and game::list_monsters().

◆ takeoff()

bool Character::takeoff ( item it,
std::list< item > *  res = nullptr 
)

Take off an item.

May start an activity.

Parameters
itItem to take off
[out]resIf set, moves resulting item into the list.
Returns
true on success

Definition at line 3027 of file character.cpp.

3028{
3029 const auto ret = can_takeoff( it, res );
3030 if( !ret.success() ) {
3031 add_msg( m_info, "%s", ret.c_str() );
3032 return false;
3033 }
3034
3035 auto iter = std::find_if( worn.begin(), worn.end(), [ &it ]( const item & wit ) {
3036 return &it == &wit;
3037 } );
3038
3039 if( res == nullptr ) {
3041 if( is_npc() || query_yn( _( "No room in inventory for your %s. Drop it?" ),
3042 colorize( it.tname(), it.color_in_inventory() ) ) ) {
3043 item_location loc( *this, &it );
3044 drop( loc, pos() );
3045 return true; // the drop activity ends up taking off the item anyway so shouldn't try to do it again here
3046 } else {
3047 return false;
3048 }
3049 }
3050 iter->on_takeoff( *this );
3052 } else {
3053 iter->on_takeoff( *this );
3054 res->push_back( it );
3055 }
3056
3057 add_msg_player_or_npc( _( "You take off your %s." ),
3058 _( "<npcname> takes off their %s." ),
3059 it.tname() );
3060
3061 // TODO: Make this variable
3062 mod_moves( -250 );
3063 worn.erase( iter );
3064
3067
3068 return true;
3069}
units::volume volume_capacity_reduced_by(const units::volume &mod, const excluded_stacks &without={}) const
Definition: character.cpp:2659
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4127
units::volume get_storage() const
Returns the storage amount (islot_armor::storage) that this item provides when worn.
Definition: item.cpp:5732

References _, inventory::add_item_keep_invlet(), add_msg(), Creature::add_msg_player_or_npc(), can_takeoff(), item::color_in_inventory(), colorize(), drop(), item::get_storage(), inv, Creature::is_npc(), m_info, Creature::mod_moves(), pos(), query_yn(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::volume(), volume_capacity_reduced_by(), volume_carried(), and worn.

Referenced by npc::adjust_worn(), pickup::obtain_and_tokenize_items(), examine_item_menu::run(), show_armor_layers_ui(), takeoff(), and npc::wear_if_wanted().

◆ temp_corrected_by_climate_control()

int Character::temp_corrected_by_climate_control ( int  temperature) const

Value of the body temperature corrected by climate control.

Definition at line 9536 of file character.cpp.

9537{
9538 const int variation = int( BODYTEMP_NORM * 0.5 );
9539 if( temperature < BODYTEMP_SCORCHING + variation &&
9540 temperature > BODYTEMP_FREEZING - variation ) {
9543 } else if( temperature > BODYTEMP_VERY_HOT ) {
9545 } else if( temperature > BODYTEMP_HOT ) {
9547 } else if( temperature < BODYTEMP_FREEZING ) {
9549 } else if( temperature < BODYTEMP_VERY_COLD ) {
9551 } else if( temperature < BODYTEMP_COLD ) {
9553 }
9554 }
9555 return temperature;
9556}

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, and BODYTEMP_VERY_HOT.

Referenced by update_bodytemp().

◆ temp_equalizer()

void Character::temp_equalizer ( const bodypart_id bp1,
const bodypart_id bp2 
)

Equalizes heat between body parts.

Definition at line 5691 of file character.cpp.

5692{
5693 // Body heat is moved around.
5694 // If bp1 is warmer, it will lose heat
5695 int diff = static_cast<int>( ( temp_cur[bp2->token] - temp_cur[bp1->token] ) * 0.001 );
5696 temp_cur[bp1->token] += diff;
5697 temp_cur[bp2->token] -= diff;
5698}

References temp_cur.

Referenced by update_bodytemp().

◆ throw_range()

int Character::throw_range ( const item it) const

Maximum thrown range with a given item, taking all active effects into account.

Strength determines maximum weight that can be thrown Strength increases throwing range, vs item weight (high or low) Strength caps throwing range Throw caps throwing range

Definition at line 6180 of file character.cpp.

6181{
6182 if( it.is_null() ) {
6183 return -1;
6184 }
6185
6186 item tmp = it;
6187
6188 if( tmp.count_by_charges() && tmp.charges > 1 ) {
6189 tmp.charges = 1;
6190 }
6191
6192 /** @EFFECT_STR determines maximum weight that can be thrown */
6193 if( ( tmp.weight() / 113_gram ) > static_cast<int>( str_cur * 15 ) ) {
6194 return 0;
6195 }
6196 // Increases as weight decreases until 150 g, then decreases again
6197 /** @EFFECT_STR increases throwing range, vs item weight (high or low) */
6198 int str_override = str_cur;
6199 if( is_mounted() ) {
6200 auto mons = mounted_creature.get();
6201 str_override = mons->mech_str_addition() != 0 ? mons->mech_str_addition() : str_cur;
6202 }
6203 int ret = ( str_override * 10 ) / ( tmp.weight() >= 150_gram ? tmp.weight() / 113_gram : 10 -
6204 static_cast<int>(
6205 tmp.weight() / 15_gram ) );
6206 ret -= tmp.volume() / 1_liter;
6207 static const std::set<material_id> affected_materials = { material_id( "iron" ), material_id( "steel" ) };
6208 if( has_active_bionic( bio_railgun ) && tmp.made_of_any( affected_materials ) ) {
6209 ret *= 2;
6210 }
6211 if( ret < 1 ) {
6212 return 1;
6213 }
6214 // Cap at double our strength + skill
6215 /** @EFFECT_STR caps throwing range */
6216
6217 /** @EFFECT_THROW caps throwing range */
6218 if( ret > str_override * 3 + get_skill_level( skill_throw ) ) {
6219 return str_override * 3 + get_skill_level( skill_throw );
6220 }
6221
6222 return ret;
6223}
static const bionic_id bio_railgun("bio_railgun")
static const skill_id skill_throw("throw")

References bio_railgun, item::charges, item::count_by_charges(), get_skill_level(), has_active_bionic(), is_mounted(), item::is_null(), item::made_of_any(), mounted_creature, cata::hash64_detail::ret, skill_throw, str_cur, item::volume(), and item::weight().

Referenced by npc::alt_attack(), target_handler::mode_throw(), and avatar_action::plthrow().

◆ toggle_trait()

void Character::toggle_trait ( const trait_id trait_)

Toggles a trait on the player and in their mutation list.

Definition at line 125 of file mutation.cpp.

126{
127 // Take copy of argument because it might be a reference into a container
128 // we're about to erase from.
129 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
130 const trait_id trait = trait_;
131 const auto titer = my_traits.find( trait );
132 const auto miter = my_mutations.find( trait );
133 // These shouldn't be inlined, otherwise the sync check uses invalid iterators
134 bool no_trait = titer == my_traits.end();
135 bool no_mutation = miter == my_mutations.end();
136 if( no_trait ) {
137 my_traits.insert( trait );
138 } else {
139 my_traits.erase( titer );
140 }
141 if( no_trait != no_mutation ) {
142 debugmsg( "my_traits and my_mutations were out of sync for %s\n", trait.str() );
143 return;
144 }
145 if( no_mutation ) {
146 set_mutation( trait );
147 } else {
148 unset_mutation( trait );
149 }
150}

References debugmsg, my_mutations, my_traits, set_mutation(), string_id< T >::str(), and unset_mutation().

Referenced by newcharacter::add_traits(), clear_mutations(), avatar::create(), tutorial_game::init(), wish_mutate_callback::key(), avatar::randomize(), npc::randomize(), reset_scenario(), set_profession(), set_traits(), and gun_actor::shoot().

◆ unarmed_attack()

bool Character::unarmed_attack ( ) const

True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.

Definition at line 182 of file melee.cpp.

183{
184 const item &weap = used_weapon();
185 return weap.is_null() || weap.has_flag( "UNARMED_WEAPON" );
186}

References item::has_flag(), item::is_null(), and used_weapon().

Referenced by mattack::copbot(), has_weapon(), conditional_t< T >::set_can_stow_weapon(), and conditional_t< T >::set_has_weapon().

◆ uncanny_dodge()

bool Character::uncanny_dodge ( )
overridevirtual

Handles the uncanny dodge bionic and effects, returns true if the creature successfully dodges.

Reimplemented from Creature.

Definition at line 10627 of file character.cpp.

10628{
10629 return character_funcs::try_uncanny_dodge( *this );
10630}
bool try_uncanny_dodge(Character &who)
Try to execute an uncanny dodge bionic ability.

References character_funcs::try_uncanny_dodge().

Referenced by mattack::grab(), and mattack::science().

◆ unimpaired_range()

int Character::unimpaired_range ( ) const

Returns the player maximum vision range factoring in mutations, diseases, and other effects.

Definition at line 621 of file character.cpp.

622{
623 return std::min( sight_max, 60 );
624}

References sight_max.

Referenced by sees().

◆ uninstall_bionic() [1/2]

bool Character::uninstall_bionic ( const bionic target_cbm,
monster installer,
player patient,
float  adjusted_skill 
)

Used by monster to perform surgery.

Definition at line 2193 of file bionics.cpp.

2195{
2196 if( installer.ammo[itype_anesthetic] <= 0 ) {
2197 if( g->u.sees( installer ) ) {
2198 add_msg( _( "The %s's anesthesia kit looks empty." ), installer.name() );
2199 }
2200 return false;
2201 }
2202
2203 const itype_id itemtype = target_cbm.info().itype();
2204 int difficulty = itemtype.is_valid() ? itemtype->bionic->difficulty : BIONIC_NOITEM_DIFFICULTY;
2205 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2206 int success = chance_of_success - rng( 1, 100 );
2207
2208 const time_duration duration = difficulty * 20_minutes;
2209 // don't stack up the effect
2210 if( !installer.has_effect( effect_operating ) ) {
2211 installer.add_effect( effect_operating, duration + 5_turns );
2212 }
2213
2214 if( patient.is_player() ) {
2215 add_msg( m_bad,
2216 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2217 } else if( g->u.sees( installer ) ) {
2218 add_msg( m_bad,
2219 _( "The %1$s gently inserts a syringe into %2$s's arm and starts injecting something while holding them down." ),
2220 installer.name(), patient.disp_name() );
2221 }
2222
2223 installer.ammo[itype_anesthetic] -= 1;
2224
2225 patient.add_effect( effect_narcosis, duration );
2226 patient.add_effect( effect_sleep, duration );
2227
2228 if( patient.is_player() ) {
2229 add_msg( _( "You fall asleep and %1$s starts operating." ), installer.disp_name() );
2230 } else if( g->u.sees( patient ) ) {
2231 add_msg( _( "%1$s falls asleep and %2$s starts operating." ), patient.disp_name(),
2232 installer.disp_name() );
2233 }
2234
2235 if( success > 0 ) {
2236
2237 if( patient.is_player() ) {
2238 add_msg( m_neutral, _( "Your parts are jiggled back into their familiar places." ) );
2239 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2240 } else if( patient.is_npc() && g->u.sees( patient ) ) {
2241 add_msg( m_neutral, _( "%s's parts are jiggled back into their familiar places." ),
2242 patient.disp_name() );
2243 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2244 }
2245
2246 // remove power bank provided by bionic
2247 patient.mod_max_power_level( -target_cbm.info().capacity );
2248 patient.remove_bionic( target_cbm.id );
2249 const itype_id iid = itemtype.is_valid() ? itemtype : itype_burnt_out_bionic;
2251 cbm.faults.emplace( fault_bionic_nonsterile );
2252 get_map().add_item( patient.pos(), cbm );
2253 } else {
2254 bionics_uninstall_failure( installer, patient, difficulty, success, adjusted_skill );
2255 }
2256
2257 return false;
2258}
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_operating("operating")
static const itype_id itype_anesthetic("anesthetic")
std::map< itype_id, int > ammo
Definition: monster.h:511
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Definition: monster.cpp:537
bool is_npc() const override
Definition: player.h:103

References _, Creature::add_effect(), monster::add_effect(), map::add_item(), add_msg(), monster::ammo, itype::bionic, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_uninstall_failure(), bionic_data::capacity, disp_name(), monster::disp_name(), effect_narcosis, effect_operating, effect_sleep, fault_bionic_nonsterile, item::faults, g, get_map(), Creature::has_effect(), bionic::id, bionic::info(), player::is_npc(), player::is_player(), string_id< T >::is_valid(), bionic_data::itype(), itype_anesthetic, itype_burnt_out_bionic, m_bad, m_mixed, m_neutral, mod_max_power_level(), bionic_data::name, monster::name(), pos(), remove_bionic(), rng(), calendar::start_of_cataclysm, and behavior::success.

◆ uninstall_bionic() [2/2]

bool Character::uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2089 of file bionics.cpp.

2091{
2092 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
2093 int difficulty = BIONIC_NOITEM_DIFFICULTY;
2094 if( b_id->itype().is_valid() ) {
2095 const itype *type = &*b_id->itype();
2096 if( type->bionic ) {
2097 difficulty = type->bionic->difficulty;
2098 }
2099 }
2100
2101 // removal of bionics adds +2 difficulty over installation
2102 float adjusted_skill;
2103 int pl_skill;
2104 if( autodoc ) {
2105 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2108 skill_level );
2109 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2112 skill_level );
2113 } else {
2114 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2117 skill_level );
2118 pl_skill = installer.bionics_pl_skill( skill_electronics,
2121 skill_level );
2122 }
2123
2124 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2125
2126 // Surgery is imminent, retract claws or blade if active
2127 for( bionic &bio : *installer.my_bionics ) {
2128 if( bio.powered && bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
2129 installer.deactivate_bionic( bio );
2130 }
2131 }
2132
2133 int success = chance_of_success - rng( 1, 100 );
2134 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2135 perform_uninstall( b_id, difficulty, success, b_id->capacity, pl_skill );
2136 return true;
2137 }
2138 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2139
2140 activity.values.push_back( difficulty );
2141 activity.values.push_back( success );
2142 activity.values.push_back( units::to_kilojoule( b_id->capacity ) );
2143 activity.values.push_back( pl_skill );
2144 activity.str_values.push_back( "uninstall" );
2145 activity.str_values.push_back( b_id.str() );
2146 activity.str_values.push_back( "" ); // installer_name is unused for uninstall
2147 if( autodoc ) {
2148 activity.str_values.push_back( "true" );
2149 } else {
2150 activity.str_values.push_back( "false" );
2151 }
2152 for( const std::pair<const bodypart_str_id, int> &elem : b_id->occupied_bodyparts ) {
2153 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2154 }
2155
2156 return true;
2157}
void perform_uninstall(bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
Succes or failure of removal happens here.
Definition: bionics.cpp:2159

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::capacity, deactivate_bionic(), effect_under_op, flag_BIONIC_WEAPON, bionic_data::has_flag(), has_trait(), bionic::info(), string_id< T >::is_valid(), bionic_data::itype(), my_bionics, bionic_data::occupied_bodyparts, perform_uninstall(), bionic::powered, rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_kilojoule(), trait_DEBUG_BIONICS, type, and player_activity::values.

Referenced by iexamine::autodoc().

◆ unset_mutation()

void Character::unset_mutation ( const trait_id trait_)

Definition at line 165 of file mutation.cpp.

166{
167 // Take copy of argument because it might be a reference into a container
168 // we're about to erase from.
169 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
170 const trait_id trait = trait_;
171 const auto iter = my_mutations.find( trait );
172 if( iter == my_mutations.end() ) {
173 return;
174 }
175 my_mutations.erase( iter );
177 mutation_loss_effect( trait );
180}

References mutation_loss_effect(), my_mutations, rebuild_mutation_cache(), recalc_sight_limits(), and reset_encumbrance().

Referenced by clear_mutations(), wish_mutate_callback::key(), marloss_common(), mutate_towards(), iuse::mycus(), remove_mutation(), talk_effect_fun_t::set_remove_trait(), switch_mutations(), test_crossing_threshold(), toggle_trait(), and try_reject_mutagen().

◆ unwield()

bool Character::unwield ( )

Removes currently wielded item (if any)

Definition at line 3119 of file character.cpp.

3120{
3121 if( weapon.is_null() ) {
3122 return true;
3123 }
3124
3125 if( !can_unwield( weapon ).success() ) {
3126 return false;
3127 }
3128
3129 const std::string query = string_format( _( "Stop wielding %s?" ), weapon.tname() );
3130
3131 if( !dispose_item( item_location( *this, &weapon ), query ) ) {
3132 return false;
3133 }
3134
3135 inv.unsort();
3136
3137 return true;
3138}

References _, can_unwield(), dispose_item(), inv, item::is_null(), string_format(), behavior::success, item::tname(), inventory::unsort(), and weapon.

Referenced by character_funcs::try_wield_contents(), avatar::wield(), and avatar_action::wield().

◆ update_body() [1/2]

void Character::update_body ( )

Updates all "biology" by one turn.

Should be called once every turn.

Definition at line 4671 of file character.cpp.

4672{
4674}
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4671

References calendar::turn, and update_body().

Referenced by game::do_turn(), npc::npc_update_body(), npc::on_load(), and update_body().

◆ update_body() [2/2]

void Character::update_body ( const time_point from,
const time_point to 
)

Updates all "biology" as if time between from and to passed.

Definition at line 4676 of file character.cpp.

4677{
4678 if( !is_npc() ) {
4679 update_stamina( to_turns<int>( to - from ) );
4680 }
4681 update_stomach( from, to );
4683 if( ticks_between( from, to, 3_minutes ) > 0 ) {
4684 magic->update_mana( *this->as_player(), to_turns<double>( 3_minutes ) );
4685 }
4686 const int five_mins = ticks_between( from, to, 5_minutes );
4687 if( five_mins > 0 ) {
4689 update_needs( five_mins );
4690 regen( five_mins );
4691 // Note: mend ticks once per 5 minutes, but wants rate in TURNS, not 5 minute intervals
4692 // TODO: change @ref med to take time_duration
4693 mend( five_mins * to_turns<int>( 5_minutes ) );
4694 }
4695 if( ticks_between( from, to, 24_hours ) > 0 ) {
4697 }
4698
4699 const int thirty_mins = ticks_between( from, to, 30_minutes );
4700 if( thirty_mins > 0 ) {
4701 // Radiation kills health even at low doses
4703 }
4704
4705 for( const auto &v : vitamin::all() ) {
4706 const time_duration rate = vitamin_rate( v.first );
4707 if( rate > 0_turns ) {
4708 int qty = ticks_between( from, to, rate );
4709 if( qty > 0 ) {
4710 vitamin_mod( v.first, 0 - qty );
4711 }
4712
4713 } else if( rate < 0_turns ) {
4714 // mutations can result in vitamins being generated (but never accumulated)
4715 int qty = ticks_between( from, to, -rate );
4716 if( qty > 0 ) {
4717 vitamin_mod( v.first, qty );
4718 }
4719 }
4720 }
4721
4722 do_skill_rust();
4723}
int ticks_between(const time_point &from, const time_point &to, const time_duration &tick_length)
Definition: character.cpp:4664
static const trait_id trait_RADIOGENIC("RADIOGENIC")
void check_needs_extremes()
Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.
Definition: character.cpp:4978
void do_skill_rust()
Definition: character.cpp:3582
void update_needs(int rate_multiplier)
Increases hunger, thirst, fatigue and stimulants wearing off.
Definition: character.cpp:4782
virtual void update_health(int external_modifiers=0)
Handles health fluctuations over time.
Definition: character.cpp:4627
void regen(int rate_multiplier)
Handles passive regeneration of pain and maybe hp.
Definition: character.cpp:4554
void update_stomach(const time_point &from, const time_point &to)
Updates the stomach to give accurate hunger messages.
Definition: character.cpp:4739
void mend(int rate_multiplier)
Handles the chance for broken limbs to spontaneously heal to 1 HP.
Definition: suffer.cpp:1578
time_duration vitamin_rate(const vitamin_id &vit) const
Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.
void enforce_minimum_healing()
Definition: character.cpp:4617
void update_stamina(int turns)
Regenerates stamina.
Definition: character.cpp:7146

References vitamin::all(), Creature::as_player(), check_needs_extremes(), do_skill_rust(), enforce_minimum_healing(), get_rad(), has_trait(), Creature::is_npc(), magic, mend(), recalculate_enchantment_cache(), regen(), ticks_between(), trait_RADIOGENIC, update_health(), update_needs(), update_stamina(), update_stomach(), vitamin_mod(), and vitamin_rate().

◆ update_bodytemp()

void Character::update_bodytemp ( const map m,
const weather_manager weather 
)

Maintains body temperature.

Calculations that affect all body parts equally go here, not in the loop

Source : http://www.atc.army.mil/weather/windchill.pdf

Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.

1200 turns in low risk, + 3 tics 450 turns in moderate risk, + 8 tics 50 turns in high risk, +72 tics

Let's say frostnip @ 1800 tics, frostbite @ 3600 tics

Chunked into 8 parts (http://imgur.com/xlTPmJF)

– 2 hour risk – Between 30F and 10F Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph – 45 minute risk – Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph Between 10F and -5F, greater than 20mph Less than -5F, less than 10 mph Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph – 5 minute risk – Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph Less than -35F, more than 10 mp

Definition at line 5197 of file character.cpp.

5198{
5199 if( has_trait( trait_DEBUG_NOTEMP ) ) {
5200 temp_cur.fill( BODYTEMP_NORM );
5201 temp_conv.fill( BODYTEMP_NORM );
5202 return;
5203 }
5204 /* Cache calls to g->get_temperature( player position ), used in several places in function */
5205 const auto player_local_temp = weather.get_temperature( pos() );
5206 // NOTE : visit weather.h for some details on the numbers used
5207 // In Celsius / 100
5208 int Ctemperature = static_cast<int>( 100 * units::fahrenheit_to_celsius( player_local_temp ) );
5209 const w_point &weather_point = get_weather().get_precise();
5210 int vehwindspeed = 0;
5211 const optional_vpart_position vp = m.veh_at( pos() );
5212 if( vp ) {
5213 vehwindspeed = std::abs( vp->vehicle().velocity / 100 ); // vehicle velocity in mph
5214 }
5215 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
5216 bool sheltered = weather::is_sheltered( m, pos() );
5217 double total_windpower = get_local_windpower( weather.windspeed + vehwindspeed, cur_om_ter,
5218 pos(),
5219 weather.winddirection, sheltered );
5220 int air_humidity = get_local_humidity( weather_point.humidity, weather.weather_id,
5221 sheltered );
5222 // Let's cache this not to check it num_bp times
5223 const bool has_bark = has_trait( trait_BARK );
5224 const bool has_heatsink = has_bionic( bio_heatsink ) || is_wearing( itype_rm13_armor_on ) ||
5226 const bool has_climate_control = in_climate_control();
5227 const bool use_floor_warmth = can_use_floor_warmth();
5228 // In bodytemp units
5229 const int ambient_norm = 1900 - BODYTEMP_NORM;
5230
5231 /**
5232 * Calculations that affect all body parts equally go here, not in the loop
5233 */
5234 const int sunlight_warmth = weather::is_in_sunlight( m, pos(), weather.weather_id )
5235 ? ( weather.weather_id->sun_intensity == sun_intensity_type::high ? 1000 : 500 )
5236 : 0;
5237 const int best_fire = get_heat_radiation( pos(), true );
5238 const bool pyromania = has_trait( trait_PYROMANIA );
5239
5240 const int lying_warmth = use_floor_warmth ? floor_warmth( pos() ) : 0;
5241 const int water_temperature_raw =
5242 100 * units::fahrenheit_to_celsius( weather.get_water_temperature( pos() ) );
5243 // Rescale so that 0C is 0 (FREEZING) and 30C is 5k (NORM).
5244 const int water_temperature = water_temperature_raw * 5 / 3;
5245
5246 // Correction of body temperature due to traits and mutations
5247 // Lower heat is applied always
5248 const int mutation_heat_low = bodytemp_modifier_traits( true );
5249 const int mutation_heat_high = bodytemp_modifier_traits( false );
5250 // Difference between high and low is the "safe" heat - one we only apply if it's beneficial
5251 const int mutation_heat_bonus = mutation_heat_high - mutation_heat_low;
5252
5253 // Note: this is included in @ref weather::get_temperature(), so don't add to bodytemp!
5254 const int h_radiation = get_heat_radiation( pos(), false );
5255
5256 // If you're standing in water, air temperature is replaced by water temperature. No wind.
5257 const ter_id ter_at_pos = m.ter( pos() );
5258 const bool submerged = !in_vehicle && ter_at_pos->has_flag( TFLAG_DEEP_WATER );
5259 const bool submerged_low = !in_vehicle && ( submerged || ter_at_pos->has_flag( TFLAG_SWIMMABLE ) );
5260
5261 std::map<bodypart_id, std::vector<const item *>> clothing_map;
5262 std::map<bodypart_id, std::vector<const item *>> bonus_clothing_map;
5263 for( const bodypart_id &bp : get_all_body_parts() ) {
5264 clothing_map.emplace( bp, std::vector<const item *>() );
5265 bonus_clothing_map.emplace( bp, std::vector<const item *>() );
5266 // HACK: we're using temp_conv here to temporarily save
5267 // temperature values from before equalization.
5268 temp_conv[bp->token] = temp_cur[bp->token];
5269 }
5270
5271 // EQUALIZATION
5272 // We run it outside the loop because we can and so we should
5273 // Also, it makes bonus heat application more stable
5274 // TODO: Affect future convection temperature instead (might require adding back to loop)
5280
5283
5286
5287 for( const item &it : worn ) {
5288 // TODO: Port body part set id changes
5289 const body_part_set &covered = it.get_covered_body_parts();
5290 for( size_t i = 0; i < num_bp; i++ ) {
5291 body_part token = static_cast<body_part>( i );
5292 if( covered.test( token ) ) {
5293 clothing_map[convert_bp( token )].emplace_back( &it );
5294 }
5295 if( it.has_flag( flag_HOOD ) ) {
5296 bonus_clothing_map[body_part_head].emplace_back( &it );
5297 }
5298 if( it.has_flag( flag_COLLAR ) ) {
5299 bonus_clothing_map[body_part_mouth].emplace_back( &it );
5300 }
5301 if( it.has_flag( flag_POCKETS ) ) {
5302 bonus_clothing_map[body_part_hand_l].emplace_back( &it );
5303 bonus_clothing_map[body_part_hand_r].emplace_back( &it );
5304 }
5305 }
5306 }
5307 // If player is wielding something large, pockets are not usable
5308 if( weapon.volume() >= 500_ml ) {
5309 bonus_clothing_map[body_part_hand_l].clear();
5310 bonus_clothing_map[body_part_hand_r].clear();
5311 }
5312 // If player's head is encumbered, hood can't be put up
5313 if( encumb( body_part_head->token ) >= 10 ) {
5314 bonus_clothing_map[body_part_head].clear();
5315 }
5316 // Similar for mouth
5317 if( encumb( body_part_mouth->token ) >= 10 ) {
5318 bonus_clothing_map[body_part_mouth].clear();
5319 }
5320
5321 std::map<bodypart_id, int> warmth_per_bp = warmth::from_clothing( clothing_map );
5322 std::map<bodypart_id, int> bonus_warmth_per_bp = warmth::bonus_from_clothing( bonus_clothing_map );
5323 for( const auto &pr : warmth::from_effects( *this ) ) {
5324 warmth_per_bp[pr.first] += pr.second;
5325 }
5326
5327 std::map<bodypart_id, int> wind_res_per_bp = warmth::wind_resistance_from_clothing( clothing_map );
5328 std::map<bodypart_id, int> wind_res_per_bp_bonus = warmth::wind_resistance_from_clothing(
5329 bonus_clothing_map );
5330 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5331 int exposed = std::max( 0, 100 - bp_wind_res.second );
5332 int exposed_bonus = std::max( 0, 100 - wind_res_per_bp_bonus.at( bp_wind_res.first ) );
5333 int exposed_final = exposed * exposed_bonus / ( 100 * 100 );
5334 bp_wind_res.second = 100 - exposed_final;
5335 }
5337 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5338 bp_wind_res.second = 100;
5339 }
5340 }
5341 // We might not use this at all, so leave it empty
5342 // If we do need to use it, we'll initialize it (once) there
5343 std::map<bodypart_id, int> fire_armor_per_bp;
5344
5345 // Current temperature and converging temperature calculations
5346 for( const bodypart_id &bp : get_all_body_parts() ) {
5347 // Skip eyes
5348 if( bp == bodypart_id( "eyes" ) ) {
5349 continue;
5350 }
5351
5352 const bool submerged_bp = submerged ||
5353 ( submerged_low &&
5354 ( bp == body_part_foot_l ||
5355 bp == body_part_foot_r ||
5356 bp == body_part_leg_l ||
5357 bp == body_part_leg_r ) );
5358 // This adjusts the temperature scale to match the bodytemp scale
5359 const int adjusted_temp = submerged_bp ?
5360 water_temperature :
5361 ( Ctemperature - ambient_norm );
5362
5363 // Represents the fact that the body generates heat when it is cold.
5364 double scaled_temperature = logarithmic_range( BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT,
5365 temp_cur[bp->token] );
5366 // Produces a smooth curve between 30.0 and 60.0.
5367 double homeostasis_adjustment = 30.0 * ( 1.0 + scaled_temperature );
5368 int clothing_warmth_adjustment = static_cast<int>( homeostasis_adjustment * warmth_per_bp[bp] );
5369 int clothing_warmth_adjusted_bonus = static_cast<int>( homeostasis_adjustment *
5370 bonus_warmth_per_bp[bp] );
5371 // WINDCHILL
5372 double bp_windpower = total_windpower * ( 1 - wind_res_per_bp[bp] / 100.0 );
5373 // Calculate windchill
5374 int windchill = submerged_bp
5375 ? 0
5376 : get_local_windchill( player_local_temp,
5377 air_humidity,
5378 bp_windpower );
5379
5380 // Convergent temperature is affected by ambient temperature,
5381 // clothing warmth, and body wetness.
5382 int bp_conv = adjusted_temp
5383 + windchill * 100
5384 + clothing_warmth_adjustment
5385 + mutation_heat_low
5386 + sunlight_warmth;
5387
5388 // Bark : lowers blister count to -5; harder to get blisters
5389 // If the counter is high, your skin starts to burn
5390 int blister_count = ( has_bark ? -5 : 0 );
5391
5392 if( frostbite_timer[bp->token] > 0 ) {
5393 frostbite_timer[bp->token] -= std::min( 5, h_radiation );
5394 }
5395 blister_count += h_radiation - 111 > 0 ?
5396 std::max( static_cast<int>( std::sqrt( h_radiation - 111 ) ), 0 ) : 0;
5397
5398 if( has_heatsink ) {
5399 blister_count -= 20;
5400 }
5401 if( fire_armor_per_bp.empty() && blister_count > 0 ) {
5402 fire_armor_per_bp = get_armor_fire( clothing_map );
5403 }
5404 // BLISTERS : Skin gets blisters from intense heat exposure.
5405 // Fire protection protects from blisters.
5406 // Heatsinks give near-immunity.
5407 if( blister_count - fire_armor_per_bp[bp] > 0 ) {
5408 add_effect( effect_blisters, 1_turns, bp->token );
5409 if( pyromania ) {
5410 add_morale( MORALE_PYROMANIA_NEARFIRE, 10, 10, 1_hours,
5411 30_minutes ); // Proximity that's close enough to harm us gives us a bit of a thrill
5413 }
5414 } else if( pyromania && best_fire >= 1 ) { // Only give us fire bonus if there's actually fire
5415 add_morale( MORALE_PYROMANIA_NEARFIRE, 5, 5, 30_minutes,
5416 15_minutes ); // Gain a much smaller mood boost even if it doesn't hurt us
5418 }
5419
5420 // Climate Control eases the effects of high and low ambient temps
5421 if( has_climate_control ) {
5422 bp_conv = temp_corrected_by_climate_control( bp_conv );
5423 }
5424
5425 int bonus_fire_warmth = best_fire * 500;
5426
5427 const int comfortable_warmth = bonus_fire_warmth + lying_warmth;
5428 const int bonus_warmth = comfortable_warmth + mutation_heat_bonus + clothing_warmth_adjusted_bonus;
5429 if( bonus_warmth > 0 ) {
5430 // Approximate bp_conv needed to reach comfortable temperature in this very turn
5431 // Basically inverted formula for temp_cur below
5432 int desired = 501 * BODYTEMP_NORM - 499 * temp_cur[bp->token];
5433 if( std::abs( BODYTEMP_NORM - desired ) < 1000 ) {
5434 desired = BODYTEMP_NORM; // Ensure that it converges
5435 } else if( desired > BODYTEMP_HOT ) {
5436 desired = BODYTEMP_HOT; // Cap excess at sane temperature
5437 }
5438
5439 if( desired < bp_conv ) {
5440 // Too hot, can't help here
5441 } else if( desired < bp_conv + bonus_warmth ) {
5442 // Use some heat, but not all of it
5443 bp_conv = desired;
5444 } else {
5445 // Use all the heat
5446 bp_conv += bonus_warmth;
5447 }
5448
5449 // Morale bonus for comfiness - only if actually comfy (not too warm/cold)
5450 // Spread the morale bonus in time.
5451 if( comfortable_warmth > 0 &&
5452 // TODO: make this simpler and use time_duration/time_point
5453 to_turn<int>( calendar::turn ) % to_turns<int>( 1_minutes ) == to_turns<int>
5454 ( 1_minutes * bp->token ) / to_turns<int>( 1_minutes * num_bp ) &&
5456 get_effect_int( effect_hot, num_bp ) == 0 &&
5457 temp_cur[bp->token] > BODYTEMP_COLD && temp_cur[bp->token] <= BODYTEMP_NORM ) {
5458 add_morale( MORALE_COMFY, 1, 10, 2_minutes, 1_minutes, true );
5459 }
5460 }
5461
5462 // The current temperature model can't account for water temperature conduction well
5463 // Hack: cut non-water effects by 80% when in water
5464 if( submerged_bp ) {
5465 bp_conv = ( ( bp_conv - adjusted_temp ) / 5 ) + adjusted_temp;
5466 }
5467
5468 // FINAL CALCULATION : Increments current body temperature towards convergent.
5469 int temp_before = temp_cur[bp->token];
5470 int temp_difference = temp_before - bp_conv; // Negative if the player is warming up.
5471 int rounding_error = 0;
5472 // If temp_diff is small, the player cannot warm up due to rounding errors. This fixes that.
5473 if( temp_difference < 0 && temp_difference > -600 ) {
5474 rounding_error = 1;
5475 }
5476 // exp(-0.001) : half life of 60 minutes, exp(-0.002) : half life of 30 minutes,
5477 // exp(-0.003) : half life of 20 minutes, exp(-0.004) : half life of 15 minutes
5478 static const double change_mult_air = std::exp( -0.002 );
5479 static const double change_mult_water = std::exp( -0.008 );
5480 const double change_mult = submerged_bp ? change_mult_water : change_mult_air;
5481 if( temp_cur[bp->token] != bp_conv ) {
5482 temp_cur[bp->token] = static_cast<int>( temp_difference * change_mult )
5483 + bp_conv + rounding_error;
5484 }
5485 int temp_after = temp_cur[bp->token];
5486 // PENALTIES
5487 if( temp_cur[bp->token] < BODYTEMP_FREEZING ) {
5488 add_effect( effect_cold, 1_turns, bp->token, 3 );
5489 } else if( temp_cur[bp->token] < BODYTEMP_VERY_COLD ) {
5490 add_effect( effect_cold, 1_turns, bp->token, 2 );
5491 } else if( temp_cur[bp->token] < BODYTEMP_COLD ) {
5492 add_effect( effect_cold, 1_turns, bp->token, 1 );
5493 } else if( temp_cur[bp->token] > BODYTEMP_SCORCHING ) {
5494 add_effect( effect_hot, 1_turns, bp->token, 3 );
5495 if( bp->main_part.id() == bp ) {
5496 add_effect( effect_hot_speed, 1_turns, bp->token, 3 );
5497 }
5498 } else if( temp_cur[bp->token] > BODYTEMP_VERY_HOT ) {
5499 add_effect( effect_hot, 1_turns, bp->token, 2 );
5500 if( bp->main_part.id() == bp ) {
5501 add_effect( effect_hot_speed, 1_turns, bp->token, 2 );
5502 }
5503 } else if( temp_cur[bp->token] > BODYTEMP_HOT ) {
5504 add_effect( effect_hot, 1_turns, bp->token, 1 );
5505 if( bp->main_part.id() == bp ) {
5506 add_effect( effect_hot_speed, 1_turns, bp->token, 1 );
5507 }
5508 } else {
5509 if( temp_cur[bp->token] >= BODYTEMP_COLD ) {
5510 remove_effect( effect_cold, bp->token );
5511 }
5512 if( temp_cur[bp->token] <= BODYTEMP_HOT ) {
5513 remove_effect( effect_hot, bp->token );
5514 remove_effect( effect_hot_speed, bp->token );
5515 }
5516 }
5517
5518 // FROSTBITE - only occurs to hands, feet, face
5519 /**
5520
5521 Source : http://www.atc.army.mil/weather/windchill.pdf
5522
5523 Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.
5524
5525 1200 turns in low risk, + 3 tics
5526 450 turns in moderate risk, + 8 tics
5527 50 turns in high risk, +72 tics
5528
5529 Let's say frostnip @ 1800 tics, frostbite @ 3600 tics
5530
5531 >> Chunked into 8 parts (http://imgur.com/xlTPmJF)
5532 -- 2 hour risk --
5533 Between 30F and 10F
5534 Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph
5535 -- 45 minute risk --
5536 Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph
5537 Between 10F and -5F, greater than 20mph
5538 Less than -5F, less than 10 mph
5539 Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph
5540 -- 5 minute risk --
5541 Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph
5542 Less than -35F, more than 10 mp
5543 **/
5544
5545 if( bp == body_part_mouth || bp == body_part_foot_r ||
5546 bp == body_part_foot_l || bp == body_part_hand_r || bp == body_part_hand_l ) {
5547 // Handle the frostbite timer
5548 // Need temps in F, windPower already in mph
5549 int wetness_percentage = 100 * body_wetness[bp->token] / drench_capacity[bp->token]; // 0 - 100
5550 // Warmth gives a slight buff to temperature resistance
5551 // Wetness gives a heavy nerf to temperature resistance
5552 double adjusted_warmth = warmth_per_bp.at( bp ) - wetness_percentage;
5553 int Ftemperature = static_cast<int>( player_local_temp + 0.2 * adjusted_warmth );
5554 // Windchill reduced by your armor
5555 int FBwindPower = static_cast<int>(
5556 total_windpower * ( 1 - wind_res_per_bp[ bp ] / 100.0 ) );
5557
5558 int intense = get_effect_int( effect_frostbite, bp->token );
5559
5560 // This has been broken down into 8 zones
5561 // Low risk zones (stops at frostnip)
5562 if( temp_cur[bp->token] < BODYTEMP_COLD &&
5563 ( ( Ftemperature < 30 && Ftemperature >= 10 ) ||
5564 ( Ftemperature < 10 && Ftemperature >= -5 &&
5565 FBwindPower < 20 && -4 * Ftemperature + 3 * FBwindPower - 20 >= 0 ) ) ) {
5566 if( frostbite_timer[bp->token] < 2000 ) {
5567 frostbite_timer[bp->token] += 3;
5568 }
5569 if( one_in( 100 ) && !has_effect( effect_frostbite, bp->token ) ) {
5570 add_msg( m_warning, _( "Your %s will be frostnipped in the next few hours." ),
5571 body_part_name( bp->token ) );
5572 }
5573 // Medium risk zones
5574 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5575 ( ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower < 20 &&
5576 -4 * Ftemperature + 3 * FBwindPower - 20 < 0 ) ||
5577 ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower >= 20 ) ||
5578 ( Ftemperature < -5 && FBwindPower < 10 ) ||
5579 ( Ftemperature < -5 && FBwindPower >= 10 &&
5580 -4 * Ftemperature + 3 * FBwindPower - 170 >= 0 ) ) ) {
5581 frostbite_timer[bp->token] += 8;
5582 if( one_in( 100 ) && intense < 2 ) {
5583 add_msg( m_warning, _( "Your %s will be frostbitten within the hour!" ),
5584 body_part_name( bp->token ) );
5585 }
5586 // High risk zones
5587 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5588 ( ( Ftemperature < -5 && FBwindPower >= 10 &&
5589 -4 * Ftemperature + 3 * FBwindPower - 170 < 0 ) ||
5590 ( Ftemperature < -35 && FBwindPower >= 10 ) ) ) {
5591 frostbite_timer[bp->token] += 72;
5592 if( one_in( 100 ) && intense < 2 ) {
5593 add_msg( m_warning, _( "Your %s will be frostbitten any minute now!" ),
5594 body_part_name( bp->token ) );
5595 }
5596 // Risk free, so reduce frostbite timer
5597 } else {
5598 frostbite_timer[bp->token] -= 3;
5599 }
5600
5601 // Handle the bestowing of frostbite
5602 if( frostbite_timer[bp->token] < 0 ) {
5603 frostbite_timer[bp->token] = 0;
5604 } else if( frostbite_timer[bp->token] > 4200 ) {
5605 // This ensures that the player will recover in at most 3 hours.
5606 frostbite_timer[bp->token] = 4200;
5607 }
5608 // Frostbite, no recovery possible
5609 if( frostbite_timer[bp->token] >= 3600 ) {
5610 add_effect( effect_frostbite, 1_turns, bp->token, 2 );
5612 // Else frostnip, add recovery if we were frostbitten
5613 } else if( frostbite_timer[bp->token] >= 1800 ) {
5614 if( intense == 2 ) {
5615 add_effect( effect_frostbite_recovery, 1_turns, bp->token );
5616 }
5617 add_effect( effect_frostbite, 1_turns, bp->token, 1 );
5618 // Else fully recovered
5619 } else if( frostbite_timer[bp->token] == 0 ) {
5620 remove_effect( effect_frostbite, bp->token );
5622 }
5623 }
5624 // Warn the player if condition worsens
5625 // HACK: we want overall temperature change, including equalization, and temp_conv
5626 // at this moment contains temperature values from before the equalization.
5627 temp_before = temp_conv[bp->token];
5628 if( temp_before > BODYTEMP_FREEZING && temp_after <= BODYTEMP_FREEZING ) {
5629 //~ %s is bodypart
5630 add_msg( m_warning, _( "You feel your %s beginning to go numb from the cold!" ),
5631 body_part_name( bp->token ) );
5632 } else if( temp_before > BODYTEMP_VERY_COLD && temp_after <= BODYTEMP_VERY_COLD ) {
5633 //~ %s is bodypart
5634 add_msg( m_warning, _( "You feel your %s getting very cold." ),
5635 body_part_name( bp->token ) );
5636 } else if( temp_before > BODYTEMP_COLD && temp_after <= BODYTEMP_COLD ) {
5637 //~ %s is bodypart
5638 add_msg( m_warning, _( "You feel your %s getting chilly." ),
5639 body_part_name( bp->token ) );
5640 } else if( temp_before < BODYTEMP_SCORCHING && temp_after >= BODYTEMP_SCORCHING ) {
5641 //~ %s is bodypart
5642 add_msg( m_bad, _( "You feel your %s getting red hot from the heat!" ),
5643 body_part_name( bp->token ) );
5644 } else if( temp_before < BODYTEMP_VERY_HOT && temp_after >= BODYTEMP_VERY_HOT ) {
5645 //~ %s is bodypart
5646 add_msg( m_warning, _( "You feel your %s getting very hot." ),
5647 body_part_name( bp->token ) );
5648 } else if( temp_before < BODYTEMP_HOT && temp_after >= BODYTEMP_HOT ) {
5649 //~ %s is bodypart
5650 add_msg( m_warning, _( "You feel your %s getting warm." ),
5651 body_part_name( bp->token ) );
5652 }
5653
5654 // Note: Numbers are based off of BODYTEMP at the top of weather.h
5655 // If torso is BODYTEMP_COLD which is 34C, the early stages of hypothermia begin
5656 // constant shivering will prevent the player from falling asleep.
5657 // Otherwise, if any other body part is BODYTEMP_VERY_COLD, or 31C
5658 // AND you have frostbite, then that also prevents you from sleeping
5659 if( in_sleep_state() ) {
5660 int curr_temperature = temp_cur[bp->token];
5661 if( bp == body_part_torso && curr_temperature <= BODYTEMP_COLD ) {
5662 add_msg( m_warning, _( "Your shivering prevents you from sleeping." ) );
5663 wake_up();
5664 } else if( bp != body_part_torso && curr_temperature <= BODYTEMP_VERY_COLD &&
5666 add_msg( m_warning, _( "You are too cold. Your frostbite prevents you from sleeping." ) );
5667 wake_up();
5668 }
5669 }
5670
5671 // Warn the player that wind is going to be a problem.
5672 // But only if it can be a problem, no need to spam player with "wind chills your scorching body"
5673 if( bp_conv <= BODYTEMP_COLD && windchill < -10 && one_in( 200 ) ) {
5674 add_msg( m_bad, _( "The wind is making your %s feel quite cold." ),
5675 body_part_name( bp->token ) );
5676 } else if( bp_conv <= BODYTEMP_COLD && windchill < -20 && one_in( 100 ) ) {
5677 add_msg( m_bad,
5678 _( "The wind is very strong, you should find some more wind-resistant clothing for your %s." ),
5679 body_part_name( bp->token ) );
5680 } else if( bp_conv <= BODYTEMP_COLD && windchill < -30 && one_in( 50 ) ) {
5681 add_msg( m_bad, _( "Your clothing is not providing enough protection from the wind for your %s!" ),
5682 body_part_name( bp->token ) );
5683 }
5684
5685 // Set temp_conv just once per bp for readability
5686 // TODO: Remove temp_conv, it's only really for display, so should not be in Character
5687 temp_conv[bp->token] = bp_conv;
5688 }
5689}
const bodypart_str_id body_part_foot_r("foot_r")
const bodypart_str_id body_part_hand_r("hand_r")
const bodypart_str_id body_part_leg_l("leg_l")
const bodypart_str_id body_part_arm_l("arm_l")
const bodypart_str_id body_part_torso("torso")
const bodypart_str_id body_part_arm_r("arm_r")
const bodypart_str_id body_part_leg_r("leg_r")
const bodypart_str_id body_part_mouth("mouth")
const bodypart_str_id body_part_head("head")
const bodypart_str_id body_part_hand_l("hand_l")
const bodypart_str_id body_part_foot_l("foot_l")
static const efftype_id effect_cold("cold")
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const trait_id trait_BARK("BARK")
static const flag_str_id flag_POCKETS("POCKETS")
static const efftype_id effect_hot("hot")
static const flag_str_id flag_HOOD("HOOD")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_blisters("blisters")
static const efftype_id effect_frostbite_recovery("frostbite_recovery")
static const efftype_id effect_hot_speed("hot_speed")
static const flag_str_id flag_COLLAR("COLLAR")
static const efftype_id effect_frostbite("frostbite")
int temp_corrected_by_climate_control(int temperature) const
Value of the body temperature corrected by climate control.
Definition: character.cpp:9536
std::map< bodypart_id, int > get_armor_fire(const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Returns overall fire resistance.
Definition: character.cpp:8225
bool can_use_floor_warmth() const
Can the player lie down and cover self with blankets etc.
Definition: character.cpp:9414
int bodytemp_modifier_traits(bool overheated) const
Correction factor of the body temperature due to traits and mutations.
Definition: character.cpp:9518
bool in_climate_control()
Returns true if the player is in a climate controlled area or armor.
Definition: character.cpp:3834
void temp_equalizer(const bodypart_id &bp1, const bodypart_id &bp2)
Equalizes heat between body parts.
Definition: character.cpp:5691
int floor_warmth(const tripoint &pos) const
Final warmth from the floor.
Definition: character.cpp:9503
int get_heat_radiation(const tripoint &location, bool direct)
Definition: game.cpp:1805
const morale_type MORALE_COMFY("morale_comfy")
constexpr double fahrenheit_to_celsius(double fahrenheit)
std::map< bodypart_id, int > bonus_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9397
std::map< bodypart_id, int > wind_resistance_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Returns wind resistance provided by armor, etc.
Definition: character.cpp:3890
std::map< bodypart_id, int > from_effects(const Character &c)
Definition: character.cpp:9403
std::map< bodypart_id, int > from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9391
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, Creature::add_effect(), add_morale(), add_msg(), bio_heatsink, body_part_arm_l, body_part_arm_r, body_part_foot_l, body_part_foot_r, body_part_hand_l, body_part_hand_r, body_part_head, body_part_leg_l, body_part_leg_r, body_part_mouth, body_part_name(), body_part_torso, body_wetness, BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, bodytemp_modifier_traits(), BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, warmth::bonus_from_clothing(), can_use_floor_warmth(), convert_bp(), drench_capacity, effect_blisters, effect_cold, effect_frostbite, effect_frostbite_recovery, effect_hot, effect_hot_speed, encumb(), units::fahrenheit_to_celsius(), flag_COLLAR, flag_HOOD, flag_POCKETS, floor_warmth(), warmth::from_clothing(), warmth::from_effects(), frostbite_timer, Creature::get_all_body_parts(), get_armor_fire(), Creature::get_effect_int(), get_heat_radiation(), get_local_humidity(), get_local_windchill(), get_local_windpower(), weather_manager::get_precise(), get_weather(), global_omt_location(), has_active_mutation(), has_bionic(), Creature::has_effect(), map_data_common_t::has_flag(), has_trait(), high, w_point::humidity, in_climate_control(), in_sleep_state(), in_vehicle, weather::is_in_sunlight(), weather::is_sheltered(), is_wearing(), itype_rm13_armor_on, logarithmic_range(), m_bad, m_warning, MORALE_COMFY, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, num_bp, one_in(), overmap_buffer, pos(), rem_morale(), Creature::remove_effect(), temp_conv, temp_corrected_by_climate_control(), temp_cur, temp_equalizer(), map::ter(), overmapbuffer::ter(), body_part_set::test(), TFLAG_DEEP_WATER, TFLAG_SWIMMABLE, body_part_type::token, trait_BARK, trait_DEBUG_NOTEMP, trait_M_SKIN2, trait_M_SKIN3, trait_PYROMANIA, trait_SHELL2, calendar::turn, map::veh_at(), item::volume(), wake_up(), weapon, warmth::wind_resistance_from_clothing(), and worn.

Referenced by game::do_turn(), and iuse_transform::use().

◆ update_fuel_storage()

void Character::update_fuel_storage ( const itype_id fuel)

Updates which bionic contain fuel and which is empty.

Definition at line 2054 of file character.cpp.

2055{
2056 const item it( fuel );
2057 if( get_value( fuel.str() ).empty() ) {
2058 for( const bionic_id &bid : get_bionic_fueled_with( it ) ) {
2059 remove_value( bid.c_str() );
2060 }
2061 return;
2062 }
2063
2064 std::vector<bionic_id> bids = get_bionic_fueled_with( it );
2065 if( bids.empty() ) {
2066 return;
2067 }
2068 int amount_fuel_loaded = std::stoi( get_value( fuel.str() ) );
2069 std::vector<bionic_id> loaded_bio;
2070
2071 // Sort bionic in order of decreasing capacity
2072 // To fill the bigger ones firts.
2073 bool swap = true;
2074 while( swap ) {
2075 swap = false;
2076 for( size_t i = 0; i < bids.size() - 1; i++ ) {
2077 if( bids[i + 1]->fuel_capacity > bids[i]->fuel_capacity ) {
2078 std::swap( bids[i + 1], bids[i] );
2079 swap = true;
2080 }
2081 }
2082 }
2083
2084 for( const bionic_id &bid : bids ) {
2085 remove_value( bid.c_str() );
2086 if( bid->fuel_capacity <= amount_fuel_loaded ) {
2087 amount_fuel_loaded -= bid->fuel_capacity;
2088 loaded_bio.emplace_back( bid );
2089 } else if( amount_fuel_loaded != 0 ) {
2090 loaded_bio.emplace_back( bid );
2091 break;
2092 }
2093 }
2094
2095 for( const bionic_id &bd : loaded_bio ) {
2096 set_value( bd.str(), fuel.str() );
2097 }
2098
2099}
void swap(colony< element_type, element_allocator_type, element_skipfield_type > &a, colony< element_type, element_allocator_type, element_skipfield_type > &b) COLONY_NOEXCEPT_SWAP(element_allocator_type)
Swaps colony A's contents with that of colony B.
Definition: colony.h:3496

References get_bionic_fueled_with(), Creature::get_value(), Creature::remove_value(), Creature::set_value(), string_id< T >::str(), and cata::swap().

Referenced by burn_fuel(), fuel_bionic_with(), and suffer_from_radiation().

◆ update_health()

void Character::update_health ( int  external_modifiers = 0)
virtual

Handles health fluctuations over time.

Definition at line 4627 of file character.cpp.

4628{
4629 if( has_artifact_with( AEP_SICK ) ) {
4630 // Carrying a sickness artifact makes your health 50 points worse on average
4631 external_modifiers -= 50;
4632 }
4633 // Limit healthy_mod to [-200, 200].
4634 // This also sets approximate bounds for the character's health.
4635 if( get_healthy_mod() > get_max_healthy() ) {
4637 } else if( get_healthy_mod() < -200 ) {
4638 set_healthy_mod( -200 );
4639 }
4640
4641 // Active leukocyte breeder will keep your health near 100
4642 int effective_healthy_mod = get_healthy_mod();
4644 // Side effect: dependency
4645 mod_healthy_mod( -50, -200 );
4646 effective_healthy_mod = 100;
4647 }
4648
4649 // Health tends toward healthy_mod.
4650 // For small differences, it changes 4 points per day
4651 // For large ones, up to ~40% of the difference per day
4652 int health_change = effective_healthy_mod - get_healthy() + external_modifiers;
4653 mod_healthy( sgn( health_change ) * std::max( 1, std::abs( health_change ) / 10 ) );
4654
4655 // And healthy_mod decays over time.
4656 // Slowly near 0, but it's hard to overpower it near +/-100
4657 set_healthy_mod( std::round( get_healthy_mod() * 0.95f ) );
4658
4659 add_msg( m_debug, "Health: %d, Health mod: %d", get_healthy(), get_healthy_mod() );
4660}
static const bionic_id bio_leukocyte("bio_leukocyte")
int get_max_healthy() const
Definition: character.cpp:4549
@ AEP_SICK
Definition: enums.h:141

References add_msg(), AEP_SICK, bio_leukocyte, get_healthy(), get_healthy_mod(), get_max_healthy(), has_active_bionic(), has_artifact_with(), m_debug, mod_healthy(), mod_healthy_mod(), set_healthy_mod(), and sgn().

Referenced by update_body().

◆ update_morale()

void Character::update_morale ( )

Ticks down morale counters and removes them.

Definition at line 8974 of file character.cpp.

8975{
8976 morale->decay( 1_minutes );
8978}

References apply_persistent_morale(), and morale.

Referenced by game::do_turn().

◆ update_needs()

void Character::update_needs ( int  rate_multiplier)

Increases hunger, thirst, fatigue and stimulants wearing off.

rate_multiplier is for retroactive updates.

Definition at line 4782 of file character.cpp.

4783{
4784 const int current_stim = get_stim();
4785 // Hunger, thirst, & fatigue up every 5 minutes
4787 // No food/thirst/fatigue clock at all
4788 const bool debug_ls = has_trait( trait_DEBUG_LS );
4789 // No food/thirst, capped fatigue clock (only up to tired)
4790 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4791 const bool asleep = !sleep.is_null();
4792 const bool lying = asleep || has_effect( effect_lying_down ) ||
4794
4795 needs_rates rates = calc_needs_rates();
4796
4797 const bool wasnt_fatigued = get_fatigue() <= fatigue_levels::dead_tired;
4798 // Don't increase fatigue if sleeping or trying to sleep or if we're at the cap.
4799 if( get_fatigue() < 1050 && !asleep && !debug_ls ) {
4800 if( rates.fatigue > 0.0f ) {
4801 int fatigue_roll = roll_remainder( rates.fatigue * rate_multiplier );
4802 mod_fatigue( fatigue_roll );
4803
4804 // Synaptic regen bionic stops SD while awake and boosts it while sleeping
4806 // fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
4807 // but characters who need less sleep will also get less sleep deprived, and vice-versa.
4808
4809 // Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
4810 // 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
4811 mod_sleep_deprivation( fatigue_roll * 5 );
4812 }
4813
4814 if( npc_no_food && get_fatigue() > fatigue_levels::tired ) {
4815 set_fatigue( static_cast<int>( fatigue_levels::tired ) );
4816 }
4817 if( npc_no_food ) {
4819 }
4820 }
4821 } else if( asleep && rates.recovery > 0.0f ) {
4822 int recovered = roll_remainder( rates.recovery * rate_multiplier );
4823 // Hibernation prevents waking up until you're hungry or thirsty
4824 if( get_fatigue() - recovered < -20 && !is_hibernating() ) {
4825 // Should be wake up, but that could prevent some retroactive regeneration
4826 sleep.set_duration( 1_turns );
4827 mod_fatigue( -25 );
4828 } else {
4830 recovered *= .5;
4831 }
4832 mod_fatigue( -recovered );
4833
4834 float rest_modifier = 1.0f;
4835 // Bionic doubles the base regen
4837 rest_modifier += 1.0f;
4838 }
4840 rest_modifier += 0.2f;
4841 }
4842
4843 const character_funcs::comfort_level comfort =
4845
4846 // Best possible bed increases recovery by 30% of base
4848 rest_modifier += 0.3f;
4849 } else if( comfort >= character_funcs::comfort_level::comfortable ) {
4850 rest_modifier += 0.2f;
4852 rest_modifier += 0.1f;
4853 }
4854
4855 // 6 hours of sleep per day will let you avoid deprivation
4856 // 4 hours if on great bed plus melatonin
4857 // Math: 5 (fatigue to minutes), 3 (1:3 sleep to waking),
4858 // 2 (legacy sleep non-linearity thing)
4859 mod_sleep_deprivation( -rest_modifier * ( recovered * 3.0f * 5.0f / 2.0f ) );
4860
4861 }
4862 }
4863 if( is_player() && wasnt_fatigued && get_fatigue() > fatigue_levels::dead_tired && !lying ) {
4864 if( !activity ) {
4865 add_msg_if_player( m_warning, _( "You're feeling tired. %s to lie down for sleep." ),
4866 press_x( ACTION_SLEEP ) );
4867 } else {
4868 g->cancel_activity_query( _( "You're feeling tired." ) );
4869 }
4870 }
4871
4872 if( current_stim < 0 ) {
4873 set_stim( std::min( current_stim + rate_multiplier, 0 ) );
4874 } else if( current_stim > 0 ) {
4875 set_stim( std::max( current_stim - rate_multiplier, 0 ) );
4876 }
4877
4878 if( get_painkiller() > 0 ) {
4879 mod_painkiller( -std::min( get_painkiller(), rate_multiplier ) );
4880 }
4881
4882 // Huge folks take penalties for cramming themselves in vehicles
4883 if( in_vehicle && ( get_size() == MS_HUGE )
4885 vehicle *veh = veh_pointer_or_null( get_map().veh_at( pos() ) );
4886 // it's painful to work the controls, but passengers in open topped vehicles are fine
4887 if( veh && ( veh->enclosed_at( pos() ) || veh->player_in_control( *this->as_player() ) ) ) {
4889 _( "You're cramping up from stuffing yourself in this vehicle." ) );
4890 if( is_npc() ) {
4891 npc &as_npc = dynamic_cast<npc &>( *this );
4892 as_npc.complain_about( "cramped_vehicle", 1_hours, "<cramped_vehicle>", false );
4893 }
4894
4895 mod_pain( rng( 4, 6 ) );
4896 focus_pool -= 1;
4897 }
4898 }
4899}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:205
static const efftype_id effect_melatonin_supplements("melatonin")
static const trait_id trait_DEBUG_LS("DEBUG_LS")
static const bionic_id bio_synaptic_regen("bio_synaptic_regen")
static const efftype_id effect_lying_down("lying_down")
needs_rates calc_needs_rates() const
Definition: character.cpp:4900
virtual void mod_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4441
virtual npc * as_npc()
Definition: creature.h:110
bool complain_about(const std::string &issue, const time_duration &dur, const std::string &speech, bool force=false, sounds::sound_t priority=sounds::sound_t::speech)
Definition: npcmove.cpp:4514
bool enclosed_at(const tripoint &pos)
Definition: vehicle.cpp:6287
comfort_response_t base_comfort_value(const Character &who, const tripoint &p)
Rate point's ability to serve as a bed.

References _, ACT_TRY_SLEEP, ACTION_SLEEP, activity, Creature::add_msg_if_player(), Creature::as_npc(), character_funcs::base_comfort_value(), bio_synaptic_regen, calc_needs_rates(), character_funcs::comfortable, npc::complain_about(), dead_tired, effect_lying_down, effect_melatonin_supplements, effect_narcosis, effect_recently_coughed, effect_sleep, vehicle::enclosed_at(), needs_rates::fatigue, focus_pool, g, Creature::get_effect(), get_fatigue(), get_map(), get_painkiller(), get_size(), get_stim(), has_active_bionic(), Creature::has_effect(), has_trait(), player_activity::id(), in_vehicle, is_hibernating(), Creature::is_npc(), Creature::is_player(), character_funcs::comfort_response_t::level, m_bad, m_warning, mod_fatigue(), mod_pain(), mod_painkiller(), mod_sleep_deprivation(), MS_HUGE, vehicle::player_in_control(), pos(), press_x(), needs_rates::recovery, rng(), roll_remainder(), set_fatigue(), set_sleep_deprivation(), set_stim(), sleep, character_funcs::slightly_comfortable, tired, trait_DEBUG_LS, trait_NOPAIN, veh_pointer_or_null(), and character_funcs::very_comfortable.

Referenced by update_body().

◆ update_stamina()

void Character::update_stamina ( int  turns)

Regenerates stamina.

Definition at line 7146 of file character.cpp.

7147{
7148 static const std::string player_base_stamina_regen_rate( "PLAYER_BASE_STAMINA_REGEN_RATE" );
7149 static const std::string stamina_regen_modifier( "stamina_regen_modifier" );
7150 const float base_regen_rate = get_option<float>( player_base_stamina_regen_rate );
7151 const int current_stim = get_stim();
7152 float stamina_recovery = 0.0f;
7153 // Recover some stamina every turn.
7154 // max stamina modifers from mutation also affect stamina multi
7155 float stamina_multiplier = 1.0f + mutation_value( stamina_regen_modifier ) +
7156 ( mutation_value( "max_stamina_modifier" ) - 1.0f ) +
7158 // But mouth encumbrance interferes, even with mutated stamina.
7159 stamina_recovery += stamina_multiplier * std::max( 1.0f,
7160 base_regen_rate - ( encumb( bp_mouth ) / 5.0f ) );
7161 // TODO: recovering stamina causes hunger/thirst/fatigue.
7162 // TODO: Tiredness slowing recovery
7163
7164 // stim recovers stamina (or impairs recovery)
7165 if( current_stim > 0 ) {
7166 // TODO: Make stamina recovery with stims cost health
7167 stamina_recovery += std::min( 5.0f, current_stim / 15.0f );
7168 } else if( current_stim < 0 ) {
7169 // Affect it less near 0 and more near full
7170 // Negative stim kill at -200
7171 // At -100 stim it inflicts -20 malus to regen at 100% stamina,
7172 // effectivly countering stamina gain of default 20,
7173 // at 50% stamina its -10 (50%), cuts by 25% at 25% stamina
7174 // FIXME: this formula is only suitable for advancing by 1 turn
7175 stamina_recovery += current_stim / 5.0f * get_stamina() / get_stamina_max();
7176 }
7177 stamina_recovery = std::max( 0.0f, stamina_recovery );
7178
7179 const int max_stam = get_stamina_max();
7180 if( get_power_level() >= 3_kJ && has_active_bionic( bio_gills ) ) {
7181 int bonus = std::min<int>( units::to_kilojoule( get_power_level() ) / 3,
7182 max_stam - get_stamina() - stamina_recovery * turns );
7183 // so the effective recovery is up to 5x default
7184 bonus = std::min( bonus, 4 * static_cast<int>( base_regen_rate ) );
7185 if( bonus > 0 ) {
7186 stamina_recovery += bonus;
7187 bonus /= 10;
7188 bonus = std::max( bonus, 1 );
7190 }
7191 }
7192
7193 mod_stamina( roll_remainder( stamina_recovery * turns ) );
7194 add_msg( m_debug, "Stamina recovery: %d", roll_remainder( stamina_recovery * turns ) );
7195 // Cap at max
7196 set_stamina( std::min( std::max( get_stamina(), 0 ), max_stam ) );
7197}
static const bionic_id bio_gills("bio_gills")

References add_msg(), bio_gills, bonus_from_enchantments(), bp_mouth, encumb(), units::from_kilojoule(), get_power_level(), get_stamina(), get_stamina_max(), get_stim(), has_active_bionic(), m_debug, mod_power_level(), mod_stamina(), mutation_value(), roll_remainder(), set_stamina(), enchant_vals::STAMINA_REGEN, and units::to_kilojoule().

Referenced by update_body().

◆ update_stomach()

void Character::update_stomach ( const time_point from,
const time_point to 
)

Updates the stomach to give accurate hunger messages.

Definition at line 4739 of file character.cpp.

4740{
4741 const needs_rates rates = calc_needs_rates();
4742 // No food/thirst/fatigue clock at all
4743 const bool debug_ls = has_trait( trait_DEBUG_LS );
4744 // No food/thirst, capped fatigue clock (only up to tired)
4745 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4746 const bool foodless = debug_ls || npc_no_food;
4747 const bool mouse = has_trait( trait_NO_THIRST );
4748 const bool mycus = has_trait( trait_M_DEPENDENT );
4749 const float kcal_per_time = bmr() / ( 12.0f * 24.0f );
4750 const int five_mins = ticks_between( from, to, 5_minutes );
4751
4752 if( five_mins > 0 ) {
4753 // Digest nutrients in stomach
4754 food_summary digested_to_body = stomach.digest( rates, five_mins );
4755 // Apply nutrients, unless this is an NPC and NO_NPC_FOOD is enabled.
4756 if( !npc_no_food ) {
4757 mod_stored_kcal( digested_to_body.nutr.kcal );
4758 vitamins_mod( digested_to_body.nutr.vitamins, false );
4759 }
4760 if( !foodless && rates.hunger > 0.0f ) {
4761 // instead of hunger keeping track of how you're living, burn calories instead
4762 mod_stored_kcal( -roll_remainder( five_mins * kcal_per_time ) );
4763 }
4764 }
4765
4766 if( !foodless && rates.thirst > 0.0f ) {
4767 mod_thirst( roll_remainder( rates.thirst * five_mins ) );
4768 }
4769
4770 if( npc_no_food ) {
4771 set_thirst( static_cast<int>( thirst_levels::hydrated ) );
4773 }
4774
4775 // Mycus and Metabolic Rehydration makes thirst unnecessary
4776 // since water is not limited by intake but by absorption, we can just set thirst to zero
4777 if( mycus || mouse ) {
4778 set_thirst( 0 );
4779 }
4780}
static const trait_id trait_NO_THIRST("NO_THIRST")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
void vitamins_mod(const std::map< vitamin_id, int > &, bool capped=true)
food_summary digest(const needs_rates &metabolic_rates, int five_mins)
Processes food and outputs nutrients that are finished processing Metabolic rates are required becaus...
Definition: stomach.cpp:132
int mycus(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1439
nutrients nutr
Definition: stomach.h:53
std::map< vitamin_id, int > vitamins
vitamins potentially provided by this comestible (if any)
Definition: stomach.h:21

References bmr(), calc_needs_rates(), stomach_contents::digest(), has_trait(), needs_rates::hunger, hydrated, Creature::is_npc(), nutrients::kcal, max_stored_kcal(), mod_stored_kcal(), mod_thirst(), iuse::mycus(), food_summary::nutr, roll_remainder(), set_stored_kcal(), set_thirst(), stomach, needs_rates::thirst, ticks_between(), trait_DEBUG_LS, trait_M_DEPENDENT, trait_NO_THIRST, nutrients::vitamins, and vitamins_mod().

Referenced by update_body().

◆ update_type_of_scent() [1/2]

void Character::update_type_of_scent ( bool  init = false)

Definition at line 8700 of file character.cpp.

8701{
8702 scenttype_id new_scent = scenttype_id( "sc_human" );
8703 for( const trait_id &mut : get_mutations() ) {
8704 if( mut.obj().scent_typeid ) {
8705 new_scent = mut.obj().scent_typeid.value();
8706 }
8707 }
8708
8709 if( !init && new_scent != get_type_of_scent() ) {
8710 g->scent.reset();
8711 }
8712 set_type_of_scent( new_scent );
8713}
scenttype_id get_type_of_scent() const
Definition: character.cpp:8733
Definition: init.h:178

References g, get_mutations(), get_type_of_scent(), mutation_branch::scent_typeid, and set_type_of_scent().

Referenced by on_mutation_gain(), on_mutation_loss(), and update_type_of_scent().

◆ update_type_of_scent() [2/2]

void Character::update_type_of_scent ( const trait_id mut,
bool  gain = true 
)

Definition at line 8715 of file character.cpp.

8716{
8717 const std::optional<scenttype_id> &mut_scent = mut->scent_typeid;
8718 if( mut_scent ) {
8719 if( gain && mut_scent.value() != get_type_of_scent() ) {
8720 set_type_of_scent( mut_scent.value() );
8721 g->scent.reset();
8722 } else {
8724 }
8725 }
8726}
std::optional< scenttype_id > scent_typeid
What do you smell like.
Definition: mutation.h:159

References g, get_type_of_scent(), mutation_branch::scent_typeid, set_type_of_scent(), and update_type_of_scent().

◆ update_vitamins()

void Character::update_vitamins ( const vitamin_id vit)

Set vitamin deficiency/excess disease states dependent upon current vitamin levels.

Definition at line 8774 of file character.cpp.

8775{
8776 if( is_npc() ) {
8777 return; // NPCs cannot develop vitamin diseases
8778 }
8779
8780 efftype_id def = vit.obj().deficiency();
8781 efftype_id exc = vit.obj().excess();
8782
8783 int lvl = vit.obj().severity( vitamin_get( vit ) );
8784 if( lvl <= 0 ) {
8785 remove_effect( def );
8786 }
8787 if( lvl >= 0 ) {
8788 remove_effect( exc );
8789 }
8790 if( lvl > 0 ) {
8791 if( has_effect( def, num_bp ) ) {
8792 get_effect( def, num_bp ).set_intensity( lvl, true );
8793 } else {
8794 add_effect( def, 1_turns, num_bp, lvl );
8795 }
8796 }
8797 if( lvl < 0 ) {
8798 if( has_effect( exc, num_bp ) ) {
8799 get_effect( exc, num_bp ).set_intensity( -lvl, true );
8800 } else {
8801 add_effect( exc, 1_turns, num_bp, -lvl );
8802 }
8803 }
8804}
int vitamin_get(const vitamin_id &vit) const
Check current level of a vitamin.
int set_intensity(int val, bool alert=false)
Sets intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:858
const efftype_id & deficiency() const
Disease effect with increasing intensity proportional to vitamin deficiency.
Definition: vitamin.h:57
const efftype_id & excess() const
Disease effect with increasing intensity proportional to vitamin excess.
Definition: vitamin.h:62
int severity(int qty) const
Get intensity of deficiency or zero if not deficient for specified qty.
Definition: vitamin.cpp:39

References Creature::add_effect(), vitamin::deficiency(), vitamin::excess(), Creature::get_effect(), Creature::has_effect(), Creature::is_npc(), num_bp, string_id< T >::obj(), Creature::remove_effect(), effect::set_intensity(), vitamin::severity(), and vitamin_get().

Referenced by vitamin_mod().

◆ use_amount()

std::list< item > Character::use_amount ( itype_id  it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9603 of file character.cpp.

9605{
9606 std::list<item> ret;
9607 if( weapon.use_amount( it, quantity, ret ) ) {
9608 remove_weapon();
9609 }
9610 for( auto a = worn.begin(); a != worn.end() && quantity > 0; ) {
9611 if( a->use_amount( it, quantity, ret, filter ) ) {
9612 a->on_takeoff( *this );
9613 a = worn.erase( a );
9614 } else {
9615 ++a;
9616 }
9617 }
9618 if( quantity <= 0 ) {
9619 return ret;
9620 }
9621 std::list<item> tmp = inv.use_amount( it, quantity, filter );
9622 ret.splice( ret.end(), tmp );
9623 return ret;
9624}
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: inventory.cpp:855
bool use_amount(const itype_id &it, int &quantity, std::list< item > &used, const std::function< bool(const item &)> &filter=return_true< item >)
Consume a specific amount of items of a specific type.
Definition: item.cpp:8491

References a, inv, remove_weapon(), cata::hash64_detail::ret, item::use_amount(), inventory::use_amount(), weapon, and worn.

Referenced by computer_session::action_srcf_elevator(), iexamine::cardreader(), iexamine::cardreader_robofac(), player::consume_items(), game::find_or_make_stairs(), hack_attempt(), monexamine::mech_hack(), iexamine::pedestal_temple(), activity_handlers::plant_seed_finish(), vehicle::reload_seeds(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), sinkhole_safety_roll(), and npc_trading::transfer_items().

◆ use_charges()

std::list< item > Character::use_charges ( const itype_id what,
int  qty,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9635 of file character.cpp.

9637{
9638 std::list<item> res;
9639
9640 if( qty <= 0 ) {
9641 return res;
9642
9643 } else if( what == itype_toolset ) {
9645 return res;
9646
9647 } else if( what == itype_fire ) {
9648 use_fire( qty );
9649 return res;
9650
9651 } else if( what == itype_bio_armor ) {
9652 float mod_qty = 0;
9653 float efficiency = 1;
9654 for( const bionic &bio : *my_bionics ) {
9655 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9656 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9657 }
9658 }
9659 if( efficiency == 1 ) {
9660 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9661 }
9662 mod_qty = qty / efficiency;
9664 return res;
9665
9666 } else if( what == itype_UPS ) {
9667 if( is_mounted() && mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) &&
9668 mounted_creature.get()->battery_item ) {
9669 auto mons = mounted_creature.get();
9670 int power_drain = std::min( mons->battery_item->ammo_remaining(), qty );
9671 mons->use_mech_power( -power_drain );
9672 qty -= std::min( qty, power_drain );
9673 return res;
9674 }
9675 if( has_power() && has_active_bionic( bio_ups ) ) {
9676 int bio = std::min( units::to_kilojoule( get_power_level() ), qty );
9678 qty -= std::min( qty, bio );
9679 }
9680
9681 int adv = charges_of( itype_adv_UPS_off, static_cast<int>( std::ceil( qty * 0.6 ) ) );
9682 if( adv > 0 ) {
9683 std::list<item> found = use_charges( itype_adv_UPS_off, adv );
9684 res.splice( res.end(), found );
9685 qty -= std::min( qty, static_cast<int>( adv / 0.6 ) );
9686 }
9687
9688 int ups = charges_of( itype_UPS_off, qty );
9689 if( ups > 0 ) {
9690 std::list<item> found = use_charges( itype_UPS_off, ups );
9691 res.splice( res.end(), found );
9692 qty -= std::min( qty, ups );
9693 }
9694 return res;
9695
9696 }
9697
9698 std::vector<item *> del;
9699
9700 bool has_tool_with_UPS = false;
9701 visit_items( [this, &what, &qty, &res, &del, &has_tool_with_UPS, &filter]( item * e ) {
9702 if( e->use_charges( what, qty, res, pos(), filter ) ) {
9703 del.push_back( e );
9704 }
9705 if( filter( *e ) && e->typeId() == what && e->has_flag( flag_USE_UPS ) ) {
9706 has_tool_with_UPS = true;
9707 }
9708 return qty > 0 ? VisitResponse::SKIP : VisitResponse::ABORT;
9709 } );
9710
9711 for( auto e : del ) {
9712 remove_item( *e );
9713 }
9714
9715 if( has_tool_with_UPS ) {
9716 use_charges( itype_UPS, qty );
9717 }
9718
9719 return res;
9720}
static const itype_id itype_toolset("toolset")
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const bionic_id bio_ups("bio_ups")
static const itype_id itype_UPS_off("UPS_off")
void use_fire(int quantity)
Definition: character.cpp:9786
bool use_charges(const itype_id &what, int &qty, std::list< item > &used, const tripoint &pos, const std::function< bool(const item &)> &filter=return_true< item >)
Consumes specified charges (or fewer) from this and any contained items.
Definition: item.cpp:8611

References ABORT, bio_ups, visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, flag_USE_UPS(), units::from_kilojoule(), get_power_level(), has_active_bionic(), item::has_flag(), has_power(), is_mounted(), itype_adv_UPS_off, itype_bio_armor, itype_fire, itype_toolset, itype_UPS, itype_UPS_off, MF_RIDEABLE_MECH, mod_power_level(), mounted_creature, my_bionics, pos(), visitable< Character >::remove_item(), SKIP, units::to_kilojoule(), item::typeId(), item::use_charges(), use_charges(), use_fire(), and visitable< Character >::visit_items().

Referenced by iexamine::arcfurnace_empty(), consume_charges(), player::consume_items(), consume_med(), consume_remote_fuel(), player::consume_tools(), eat(), iuse::ecig(), iexamine::fertilize_plant(), ranged::fire_gun(), iexamine::fireplace(), iexamine::fvat_empty(), activity_handlers::gunmod_add_finish(), hack_attempt(), iexamine::keg(), iexamine::kiln_empty(), monexamine::pay_bot(), iexamine::pay_gas(), activity_handlers::plant_seed_finish(), process_items(), iexamine::reload_furniture(), vehicle::reload_seeds(), talk_effect_fun_t::set_bulk_trade_accept(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), npc_trading::transfer_items(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), place_monster_iuse::use(), cauterize_actor::use(), use_charges(), use_charges_if_avail(), use_fire(), and iexamine::vending().

◆ use_charges_if_avail()

bool Character::use_charges_if_avail ( const itype_id it,
int  quantity 
)

Definition at line 9626 of file character.cpp.

9627{
9628 if( has_charges( it, quantity ) ) {
9629 use_charges( it, quantity );
9630 return true;
9631 }
9632 return false;
9633}

References has_charges(), and use_charges().

Referenced by iuse::arrow_flammable(), iuse::firecracker(), activity_handlers::game_do_turn(), iuse::meth(), iuse::note_bionics(), item::process_tool(), item::reload(), iuse::smoking(), suffer_from_asthma(), and iuse_transform::use().

◆ use_fire()

void Character::use_fire ( int  quantity)

Definition at line 9786 of file character.cpp.

9787{
9788 //Okay, so checks for nearby fires first,
9789 //then held lit torch or candle, bionic tool/lighter/laser
9790 //tries to use 1 charge of lighters, matches, flame throwers
9791 //If there is enough power, will use power of one activation of the bio_lighter, bio_tools and bio_laser
9792 // (home made, military), hotplate, welder in that order.
9793 // bio_lighter, bio_laser, bio_tools, has_active_bionic("bio_tools"
9794
9795 if( get_map().has_nearby_fire( pos() ) ) {
9796 return;
9797 } else if( has_item_with_flag( "FIRE" ) ) {
9798 return;
9799 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9800 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9801 for( auto &i : firestarters ) {
9802 if( has_charges( i->typeId(), quantity ) ) {
9803 use_charges( i->typeId(), quantity );
9804 return;
9805 }
9806 }
9807 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9808 mod_power_level( -quantity * 5_kJ );
9809 return;
9810 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9811 mod_power_level( -quantity * 5_kJ );
9812 return;
9813 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9814 mod_power_level( -quantity * 5_kJ );
9815 return;
9816 }
9817}

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), mod_power_level(), pos(), and use_charges().

Referenced by use_charges().

◆ used_weapon() [1/2]

item & Character::used_weapon ( )

Legacy code hack, don't use.

Returns the null item if martial art forces unarmed, otherwise primary_weapon. Use wielded_items instead.

Definition at line 144 of file melee.cpp.

145{
146 return const_cast<item &>( const_cast<const Character *>( this )->used_weapon() );
147}

References used_weapon().

Referenced by get_melee_hit_base(), melee_attack(), unarmed_attack(), and used_weapon().

◆ used_weapon() [2/2]

const item & Character::used_weapon ( ) const

Definition at line 139 of file melee.cpp.

140{
141 return martial_arts_data->selected_force_unarmed() ? null_item_reference() : primary_weapon();
142}

References martial_arts_data, null_item_reference(), and primary_weapon().

◆ valid_aoe_technique() [1/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique 
)
private

Check if an area-of-effect technique has valid targets.

Definition at line 1249 of file melee.cpp.

1250{
1251 std::vector<Creature *> dummy_targets;
1252 return valid_aoe_technique( t, technique, dummy_targets );
1253}

References valid_aoe_technique().

Referenced by perform_technique(), pick_technique(), and valid_aoe_technique().

◆ valid_aoe_technique() [2/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique,
std::vector< Creature * > &  targets 
)
private

Definition at line 1255 of file melee.cpp.

1257{
1258 if( technique.aoe.empty() ) {
1259 return false;
1260 }
1261
1262 // pre-computed matrix of adjacent squares
1263 std::array<int, 9> offset_a = { {0, -1, -1, 1, 0, -1, 1, 1, 0 } };
1264 std::array<int, 9> offset_b = { {-1, -1, 0, -1, 0, 1, 0, 1, 1 } };
1265
1266 // filter the values to be between -1 and 1 to avoid indexing the array out of bounds
1267 int dy = std::max( -1, std::min( 1, t.posy() - posy() ) );
1268 int dx = std::max( -1, std::min( 1, t.posx() - posx() ) );
1269 int lookup = dy + 1 + 3 * ( dx + 1 );
1270
1271 //wide hits all targets adjacent to the attacker and the target
1272 if( technique.aoe == "wide" ) {
1273 //check if either (or both) of the squares next to our target contain a possible victim
1274 //offsets are a pre-computed matrix allowing us to quickly lookup adjacent squares
1275 tripoint left = pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1276 tripoint right = pos() + tripoint( offset_b[lookup], -offset_a[lookup], 0 );
1277
1278 monster *const mon_l = g->critter_at<monster>( left );
1279 if( mon_l && mon_l->friendly == 0 ) {
1280 targets.push_back( mon_l );
1281 }
1282 monster *const mon_r = g->critter_at<monster>( right );
1283 if( mon_r && mon_r->friendly == 0 ) {
1284 targets.push_back( mon_r );
1285 }
1286
1287 npc *const npc_l = g->critter_at<npc>( left );
1288 npc *const npc_r = g->critter_at<npc>( right );
1289 if( npc_l && npc_l->is_enemy() ) {
1290 targets.push_back( npc_l );
1291 }
1292 if( npc_r && npc_r->is_enemy() ) {
1293 targets.push_back( npc_r );
1294 }
1295 if( !targets.empty() ) {
1296 return true;
1297 }
1298 }
1299
1300 if( technique.aoe == "impale" ) {
1301 // Impale hits the target and a single target behind them
1302 // Check if the square cardinally behind our target, or to the left / right,
1303 // contains a possible target.
1304 tripoint left = t.pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1305 tripoint target_pos = t.pos() + ( t.pos() - pos() );
1306 tripoint right = t.pos() + tripoint( offset_b[lookup], -offset_b[lookup], 0 );
1307
1308 monster *const mon_l = g->critter_at<monster>( left );
1309 monster *const mon_t = g->critter_at<monster>( target_pos );
1310 monster *const mon_r = g->critter_at<monster>( right );
1311 if( mon_l && mon_l->friendly == 0 ) {
1312 targets.push_back( mon_l );
1313 }
1314 if( mon_t && mon_t->friendly == 0 ) {
1315 targets.push_back( mon_t );
1316 }
1317 if( mon_r && mon_r->friendly == 0 ) {
1318 targets.push_back( mon_r );
1319 }
1320
1321 npc *const npc_l = g->critter_at<npc>( left );
1322 npc *const npc_t = g->critter_at<npc>( target_pos );
1323 npc *const npc_r = g->critter_at<npc>( right );
1324 if( npc_l && npc_l->is_enemy() ) {
1325 targets.push_back( npc_l );
1326 }
1327 if( npc_t && npc_t->is_enemy() ) {
1328 targets.push_back( npc_t );
1329 }
1330 if( npc_r && npc_r->is_enemy() ) {
1331 targets.push_back( npc_r );
1332 }
1333 if( !targets.empty() ) {
1334 return true;
1335 }
1336 }
1337
1338 if( targets.empty() && technique.aoe == "spin" ) {
1339 for( const tripoint &tmp : g->m.points_in_radius( pos(), 1 ) ) {
1340 if( tmp == t.pos() ) {
1341 continue;
1342 }
1343 monster *const mon = g->critter_at<monster>( tmp );
1344 if( mon && mon->friendly == 0 ) {
1345 targets.push_back( mon );
1346 }
1347 npc *const np = g->critter_at<npc>( tmp );
1348 if( np && np->is_enemy() ) {
1349 targets.push_back( np );
1350 }
1351 }
1352 //don't trigger circle for fewer than 2 targets
1353 if( targets.size() < 2 ) {
1354 targets.clear();
1355 } else {
1356 return true;
1357 }
1358 }
1359 return false;
1360}
bool is_enemy() const
Definition: npc.cpp:2062

References ma_technique::aoe, monster::friendly, g, npc::is_enemy(), left, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), and right.

◆ visibility()

int Character::visibility ( bool  check_color = false,
int  stillness = 0 
) const

Checks is_invisible() as well as other factors.

Definition at line 6272 of file character.cpp.

6273{
6274 // 0-100 %
6275 if( is_invisible() ) {
6276 return 0;
6277 }
6278 // TODO:
6279 // if ( dark_clothing() && light check ...
6280 int stealth_modifier = std::floor( mutation_value( "stealth_modifier" ) );
6281 return clamp( 100 - stealth_modifier, 40, 160 );
6282}
bool is_invisible() const
Definition: character.cpp:6262

References clamp(), is_invisible(), and mutation_value().

◆ visible_mutations()

std::string Character::visible_mutations ( int  visibility_cap) const

Returns an enumeration of visible mutations with colors.

Definition at line 1728 of file mutation.cpp.

1729{
1730 const std::vector<trait_id> &my_muts = get_mutations();
1731 const std::string trait_str = enumerate_as_string( my_muts.begin(), my_muts.end(),
1732 [visibility_cap ]( const trait_id & pr ) -> std::string {
1733 const auto &mut_branch = pr.obj();
1734 // Finally some use for visibility trait of mutations
1735 if( mut_branch.visibility > 0 && mut_branch.visibility >= visibility_cap )
1736 {
1737 return colorize( mut_branch.name(), mut_branch.get_display_color() );
1738 }
1739
1740 return std::string();
1741 } );
1742 return trait_str;
1743}

References enumerate_as_string(), and get_mutations().

Referenced by npc::print_info(), and short_description_parts().

◆ vitamin_get()

int Character::vitamin_get ( const vitamin_id vit) const

Check current level of a vitamin.

Accesses level of a given vitamin. If the vitamin_id specified does not exist then this function simply returns 0.

Parameters
vitID of vitamin to check level for.
Returns
current level for specified vitamin

Definition at line 578 of file consumption.cpp.

579{
580 if( get_option<bool>( "NO_VITAMINS" ) && vit->type() == vitamin_type::VITAMIN ) {
581 return 0;
582 }
583
584 const auto &v = vitamin_levels.find( vit );
585 return v != vitamin_levels.end() ? v->second : 0;
586}
const vitamin_type & type() const
Definition: vitamin.h:40
@ VITAMIN
Definition: vitamin.h:19

References vitamin::type(), VITAMIN, and vitamin_levels.

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and update_vitamins().

◆ vitamin_mod()

int Character::vitamin_mod ( const vitamin_id vit,
int  qty,
bool  capped = true 
)

Add or subtract vitamins from character storage pools.

Parameters
vitID of vitamin to modify
qtyamount by which to adjust vitamin (negative values are permitted)
cappedif true prevent vitamins which can accumulate in excess from doing so
Returns
adjusted level for the vitamin or zero if vitamin does not exist

Definition at line 546 of file consumption.cpp.

547{
548 if( !vit.is_valid() ) {
549 debugmsg( "Vitamin with id %s does not exist, and cannot be modified", vit.str() );
550 return 0;
551 }
552 // What's going on here? Emplace returns either an iterator to the inserted
553 // item or, if it already exists, an iterator to the (unchanged) extant item
554 // (Okay, technically it returns a pair<iterator, bool>, the iterator is what we want)
555 auto it = vitamin_levels.emplace( vit, 0 ).first;
556 const vitamin &v = *it->first;
557
558 if( qty > 0 ) {
559 // Accumulations can never occur from food sources
560 it->second = std::min( it->second + qty, capped ? 0 : v.max() );
561 update_vitamins( vit );
562
563 } else if( qty < 0 ) {
564 it->second = std::max( it->second + qty, v.min() );
565 update_vitamins( vit );
566 }
567
568 return it->second;
569}
void update_vitamins(const vitamin_id &vit)
Set vitamin deficiency/excess disease states dependent upon current vitamin levels.
Definition: character.cpp:8774
int max() const
Upper bound for any accumulation of this vitamin.
Definition: vitamin.h:72
int min() const
Lower bound for deficiency of this vitamin.
Definition: vitamin.h:67

References debugmsg, string_id< T >::is_valid(), vitamin::max(), vitamin::min(), string_id< T >::str(), update_vitamins(), and vitamin_levels.

Referenced by eff_fun_bleed(), rooted(), suffer_from_other_mutations(), suffer_in_sunlight(), update_body(), consume_drug_iuse::use(), vitamin_set(), and vitamins_mod().

◆ vitamin_rate()

time_duration Character::vitamin_rate ( const vitamin_id vit) const

Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.

Definition at line 531 of file consumption.cpp.

532{
533 time_duration res = vit.obj().rate();
534
535 for( const auto &m : get_mutations() ) {
536 const auto &mut = m.obj();
537 auto iter = mut.vitamin_rates.find( vit );
538 if( iter != mut.vitamin_rates.end() ) {
539 res += iter->second;
540 }
541 }
542
543 return res;
544}
time_duration rate() const
Usage rate of vitamin (time to consume unit) Lower bound is zero whereby vitamin is not required (but...
Definition: vitamin.h:80

References get_mutations(), string_id< T >::obj(), and vitamin::rate().

Referenced by item::food_info(), update_body(), and consume_drug_iuse::use().

◆ vitamin_set()

bool Character::vitamin_set ( const vitamin_id vit,
int  qty 
)

Sets level of a vitamin or returns false if id given in vit does not exist.

Note
status effects are still set for deficiency/excess
Parameters
[in]vitID of vitamin to adjust quantity for
[in]qtyQuantity to set level to
Returns
false if given vitamin_id does not exist, otherwise true

Definition at line 588 of file consumption.cpp.

589{
590 auto v = vitamin_levels.find( vit );
591 if( v == vitamin_levels.end() ) {
592 return false;
593 }
594 vitamin_mod( vit, qty - v->second, false );
595
596 return true;
597}

References vitamin_levels, and vitamin_mod().

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and eff_fun_toxin_buildup().

◆ vitamins_mod()

void Character::vitamins_mod ( const std::map< vitamin_id, int > &  vitamins,
bool  capped = true 
)

Definition at line 571 of file consumption.cpp.

572{
573 for( auto vit : vitamins ) {
574 vitamin_mod( vit.first, vit.second, capped );
575 }
576}

References vitamin_mod().

Referenced by update_stomach().

◆ volume_capacity()

◆ volume_capacity_reduced_by()

units::volume Character::volume_capacity_reduced_by ( const units::volume mod,
const excluded_stacks without = {} 
) const

Definition at line 2659 of file character.cpp.

2661{
2663 return units::volume_max;
2664 }
2665
2667 for( const auto &i : worn ) {
2668 if( !without.count( &i ) ) {
2669 ret += i.get_storage();
2670 }
2671 }
2672 if( has_bionic( bio_storage ) ) {
2673 ret += 2_liter;
2674 }
2675 if( has_trait( trait_SHELL ) ) {
2676 ret += 4_liter;
2677 }
2679 ret += 6_liter;
2680 }
2681 if( has_trait( trait_PACKMULE ) ) {
2682 ret = ret * 1.4;
2683 }
2684 if( has_trait( trait_DISORGANIZED ) ) {
2685 ret = ret * 0.6;
2686 }
2687 return std::max( ret, 0_ml );
2688}
static const trait_id trait_SHELL("SHELL")
static const trait_id trait_DISORGANIZED("DISORGANIZED")
static const trait_id trait_PACKMULE("PACKMULE")
static const bionic_id bio_storage("bio_storage")
const volume volume_max
Definition: units_volume.h:21

References bio_storage, has_active_mutation(), has_bionic(), has_trait(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, trait_DISORGANIZED, trait_PACKMULE, trait_SHELL, trait_SHELL2, units::volume_max, and worn.

Referenced by inventory_drop_selector::get_raw_stats(), pickup::reorder_for_dropping(), takeoff(), and volume_capacity().

◆ volume_carried()

◆ volume_carried_reduced_by()

units::volume Character::volume_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2601 of file character.cpp.

2602{
2603 if( without.empty() ) {
2604 return inv.volume();
2605 } else {
2606 return inv.volume_without( without );
2607 }
2608}
units::volume volume_without(const excluded_stacks &without) const
Definition: inventory.cpp:1071

References inv, inventory::volume(), and inventory::volume_without().

Referenced by inventory_drop_selector::get_raw_stats().

◆ vomit()

void Character::vomit ( )

Handles Character vomiting effects.

Definition at line 7672 of file character.cpp.

7673{
7674 g->events().send<event_type::throws_up>( getID() );
7675
7676 map &here = get_map();
7677 if( get_effect_int( effect_fungus ) >= 3 ) {
7678 add_msg_player_or_npc( m_bad, _( "You vomit thousands of live spores!" ),
7679 _( "<npcname> vomits thousands of live spores!" ) );
7680 fungal_effects( *g, here ).fungalize( pos(), this );
7681 } else if( stomach.get_calories() > 0 || get_thirst() < 0 ) {
7682 add_msg_player_or_npc( m_bad, _( "You throw up heavily!" ), _( "<npcname> throws up heavily!" ) );
7683 here.add_field( character_funcs::pick_safe_adjacent_tile( *this ).value_or( pos() ), fd_bile, 1 );
7684 } else {
7685 return;
7686 }
7687
7688 if( !has_effect( effect_nausea ) ) { // Prevents never-ending nausea
7689 const effect dummy_nausea( &effect_nausea.obj(), 0_turns, bodypart_str_id::NULL_ID(), 1,
7691 add_effect( effect_nausea, std::max( dummy_nausea.get_max_duration() *
7692 stomach.get_calories() / 100, dummy_nausea.get_int_dur_factor() ) );
7693 }
7694
7695 stomach.empty();
7696 set_thirst( std::max( 0, get_thirst() ) );
7698 if( get_healthy_mod() > 0 ) {
7699 set_healthy_mod( 0 );
7700 }
7701
7702 moves -= 100;
7703 // get_effect is more correct than has_effect because of body parts
7704 effect &eff_foodpoison = get_effect( effect_foodpoison );
7705 if( eff_foodpoison ) {
7706 eff_foodpoison.mod_duration( -30_minutes );
7707 }
7708 effect &eff_drunk = get_effect( effect_drunk );
7709 if( eff_drunk ) {
7710 eff_drunk.mod_duration( rng( -10_minutes, -50_minutes ) );
7711 }
7715 // Don't wake up when just retching
7716 wake_up();
7717}
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_bloated("bloated")
static const efftype_id effect_foodpoison("foodpoison")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_pkill3("pkill3")
void fungalize(const tripoint &p, Creature *origin=nullptr, double spore_chance=0.0)
field_type_id fd_bile
Definition: field_type.cpp:337
std::optional< tripoint > pick_safe_adjacent_tile(const Character &who)
Returns an unoccupied, safe adjacent point.

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), effect_bloated, effect_drunk, effect_foodpoison, effect_fungus, effect_nausea, effect_pkill1, effect_pkill2, effect_pkill3, stomach_contents::empty(), fd_bile, fungal_effects::fungalize(), g, stomach_contents::get_calories(), Creature::get_effect(), Creature::get_effect_int(), get_healthy_mod(), effect::get_int_dur_factor(), get_map(), effect::get_max_duration(), get_thirst(), getID(), Creature::has_effect(), m_bad, effect::mod_duration(), Creature::moves, string_id< body_part_type >::NULL_ID(), string_id< T >::obj(), character_funcs::pick_safe_adjacent_tile(), pos(), Creature::remove_effect(), rng(), set_healthy_mod(), set_thirst(), stomach, throws_up, calendar::turn, and wake_up().

Referenced by activate_mutation(), addict_effect(), iuse::artifact(), iuse::blech(), iuse::dig(), eat(), eff_fun_hallu(), eff_fun_hot(), eff_fun_rat(), hardcoded_effects(), marloss_common(), iuse::mycus(), process_effects_internal(), process_one_effect(), iuse::sewage(), suffer_from_radiation(), suffer_while_awake(), try_reject_mutagen(), avatar::vomit(), and spell_effect::vomit().

◆ wait_effects()

void Character::wait_effects ( )

Definition at line 1512 of file character.cpp.

1513{
1514 if( has_effect( effect_downed ) ) {
1515 try_remove_downed( *this );
1516 return;
1517 }
1518 if( has_effect( effect_beartrap ) ) {
1519 try_remove_bear_trap( *this );
1520 return;
1521 }
1522 if( has_effect( effect_lightsnare ) ) {
1523 try_remove_lightsnare( *this );
1524 return;
1525 }
1526 if( has_effect( effect_heavysnare ) ) {
1527 try_remove_heavysnare( *this );
1528 return;
1529 }
1530 if( has_effect( effect_webbed ) ) {
1531 try_remove_webs( *this );
1532 return;
1533 }
1534 if( has_effect( effect_grabbed ) ) {
1535 try_remove_grab( *this );
1536 return;
1537 }
1538}

References effect_beartrap, effect_downed, effect_grabbed, effect_heavysnare, effect_lightsnare, effect_webbed, Creature::has_effect(), try_remove_bear_trap(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by character_funcs::do_pause().

◆ wake_up()

void Character::wake_up ( )

Removes "sleep" and "lying_down".

Definition at line 7551 of file character.cpp.

7552{
7556 if( has_effect( effect_sleep ) ) {
7557 g->events().send<event_type::character_wakes_up>( getID() );
7559 // Wake up might be called more than once per turn, but we only need to recalc after removing sleep
7561 }
7562}
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static const efftype_id effect_alarm_clock("alarm_clock")
@ character_wakes_up

References character_wakes_up, effect_alarm_clock, effect_lying_down, effect_sleep, effect_slept_through_alarm, g, getID(), Creature::has_effect(), recalc_sight_limits(), and Creature::remove_effect().

Referenced by hardcoded_effects(), on_hurt(), sounds::process_sound_markers(), react_to_felt_pain(), Creature::remove_effect(), suffer_from_asthma(), suffer_from_sunburn(), update_bodytemp(), vomit(), and avatar::wake_up().

◆ warmth()

std::map< bodypart_id, int > Character::warmth ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns warmth provided by armor, etc.

Definition at line 9346 of file character.cpp.

9348{
9349 std::map<bodypart_id, int> ret;
9350 for( const bodypart_id &bp : get_all_body_parts() ) {
9351 ret.emplace( bp, 0 );
9352 }
9353
9354 for( const std::pair<const bodypart_id, std::vector<const item *>> &on_bp : clothing_map ) {
9355 const bodypart_id &bp = on_bp.first;
9356 for( const item *it : on_bp.second ) {
9357 double warmth = it->get_warmth();
9358 // Warmth reduced linearly with wetness
9359 const auto &materials = it->made_of();
9360 float max_wet_resistance = std::accumulate( materials.begin(), materials.end(), 0.0f,
9361 []( float best, const material_id & mat ) {
9362 return std::max( best, mat->warmth_when_wet() );
9363 } );
9364 float wet_mult = 1.0f - max_wet_resistance * body_wetness[bp->token] / drench_capacity[bp->token];
9365 ret[bp] += warmth * wet_mult;
9366 }
9367 ret[bp] += get_effect_int( effect_heating_bionic, bp->token );
9368 }
9369 return ret;
9370}
static const efftype_id effect_heating_bionic("heating_bionic")
int get_warmth() const
Returns the warmth value that this item has when worn.
Definition: item.cpp:5918

References body_wetness, drench_capacity, effect_heating_bionic, Creature::get_all_body_parts(), Creature::get_effect_int(), item::get_warmth(), item::made_of(), and cata::hash64_detail::ret.

Referenced by weather_effect::wet_player().

◆ wear_item()

std::optional< std::list< item >::iterator > Character::wear_item ( const item to_wear,
bool  interactive = true 
)

Wear a copy of specified item.

Parameters
to_wearItem to wear
interactiveIf set, won't alert the player or drain moves on completion
Returns
nullopt on fail, pointer to newly worn item on success.

Definition at line 2114 of file character.cpp.

2115{
2116 const auto ret = can_wear( to_wear );
2117 if( !ret.success() ) {
2118 if( interactive ) {
2119 add_msg_if_player( m_info, "%s", ret.c_str() );
2120 }
2121 return std::nullopt;
2122 }
2123
2124 const bool was_deaf = is_deaf();
2125 const bool supertinymouse = get_size() == MS_TINY;
2126 last_item = to_wear.typeId();
2127
2128 std::list<item>::iterator position = position_to_wear_new_item( to_wear );
2129 std::list<item>::iterator new_item_it = worn.insert( position, to_wear );
2130
2131 if( interactive ) {
2133 _( "You put on your %s." ),
2134 _( "<npcname> puts on their %s." ),
2135 to_wear.tname() );
2136 moves -= item_wear_cost( to_wear );
2137
2138 for( const body_part bp : all_body_parts ) {
2139 if( to_wear.covers( bp ) && encumb( bp ) >= 40 ) {
2141 bp == bp_eyes ?
2142 _( "Your %s are very encumbered! %s" ) : _( "Your %s is very encumbered! %s" ),
2143 body_part_name( bp ), encumb_text( bp ) );
2144 }
2145 }
2146 if( !was_deaf && is_deaf() ) {
2147 add_msg_if_player( m_info, _( "You're deafened!" ) );
2148 }
2149 if( supertinymouse && !to_wear.has_flag( flag_UNDERSIZE ) ) {
2151 _( "This %s is too big to wear comfortably! Maybe it could be refitted." ),
2152 to_wear.tname() );
2153 } else if( !supertinymouse && to_wear.has_flag( flag_UNDERSIZE ) ) {
2155 _( "This %s is too small to wear comfortably! Maybe it could be refitted." ),
2156 to_wear.tname() );
2157 }
2158 } else {
2159 add_msg_if_npc( _( "<npcname> puts on their %s." ), to_wear.tname() );
2160 }
2161
2162 new_item_it->on_wear( *this );
2163
2164 inv.update_invlet( *new_item_it );
2165 inv.update_cache_with_item( *new_item_it );
2166
2169
2170 return new_item_it;
2171}
std::string encumb_text(body_part bp)
Returns the matching encumbrance text for a given body_part token.
Definition: bodypart.cpp:360
static const std::string flag_UNDERSIZE("UNDERSIZE")
void update_invlet(item &it, bool assign_invlet=true)
Definition: inventory.cpp:1217
void update_cache_with_item(item &newit)
Definition: inventory.cpp:253

References _, Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), all_body_parts, body_part_name(), bp_eyes, can_wear(), item::covers(), encumb(), encumb_text(), flag_UNDERSIZE(), get_size(), item::has_flag(), inv, is_deaf(), item_wear_cost(), last_item, m_info, m_warning, Creature::moves, MS_TINY, position, position_to_wear_new_item(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::typeId(), inventory::update_cache_with_item(), inventory::update_invlet(), and worn.

Referenced by activity_on_turn_wear(), iexamine::autodoc(), avatar::create(), dispose_item(), pick_one_up(), spell_effect::spawn_ethereal_item(), standard_npc::standard_npc(), npc::stow_item(), avatar_funcs::use_item(), npc::wear_if_wanted(), and wear_possessed().

◆ wear_possessed()

std::optional< std::list< item >::iterator > Character::wear_possessed ( item to_wear,
bool  interactive = true 
)

Wear specified item.

Item must be in characters possession (wielded or stored).

Parameters
to_wearItem to wear
interactiveIf set, won't alert the player or drain moves on completion
Returns
nullopt on fail, pointer to newly worn item on success

Definition at line 2959 of file character.cpp.

2960{
2961 if( is_worn( to_wear ) ) {
2962 if( interactive ) {
2964 _( "You are already wearing that." ),
2965 _( "<npcname> is already wearing that." )
2966 );
2967 }
2968 return std::nullopt;
2969 }
2970 if( to_wear.is_null() ) {
2971 if( interactive ) {
2973 _( "You don't have that item." ),
2974 _( "<npcname> doesn't have that item." ) );
2975 }
2976 return std::nullopt;
2977 }
2978
2979 bool was_weapon;
2980 item to_wear_copy( to_wear );
2981 if( &to_wear == &weapon ) {
2982 weapon = item();
2983 was_weapon = true;
2984 } else {
2985 inv.remove_item( &to_wear );
2986 inv.restack( *this->as_player() );
2987 was_weapon = false;
2988 }
2989
2990 auto result = wear_item( to_wear_copy, interactive );
2991 if( !result ) {
2992 if( was_weapon ) {
2993 weapon = to_wear_copy;
2994 } else {
2995 inv.add_item( to_wear_copy, true );
2996 }
2997 return std::nullopt;
2998 }
2999
3000 return result;
3001}

References _, inventory::add_item(), Creature::add_msg_player_or_npc(), Creature::as_player(), inv, item::is_null(), is_worn(), m_info, inventory::remove_item(), inventory::restack(), weapon, and wear_item().

Referenced by examine_item_menu::run(), show_armor_layers_ui(), and wear().

◆ wearing_something_on()

bool Character::wearing_something_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body part.

Definition at line 8833 of file character.cpp.

8834{
8835 for( auto &i : worn ) {
8836 if( i.covers( bp->token ) ) {
8837 return true;
8838 }
8839 }
8840 return false;
8841}

References worn.

Referenced by armwear_factor(), can_drink_nectar(), can_wear(), iexamine::chainfence(), footwear_factor(), on_hit(), reset_stats(), suffer_from_sunburn(), and suffer_in_sunlight().

◆ weight_capacity()

units::mass Character::weight_capacity ( ) const
overridevirtual
Strength increases carrying capacity

Reimplemented from Creature.

Definition at line 2610 of file character.cpp.

2611{
2613 // Infinite enough
2614 return units::mass_max;
2615 }
2616 // Get base capacity from creature,
2617 // then apply player-only mutation and trait effects.
2619 /** @EFFECT_STR increases carrying capacity */
2620 ret += get_str() * 4_kilogram;
2621 ret *= mutation_value( "weight_capacity_modifier" );
2622
2623 units::mass worn_weight_bonus = 0_gram;
2624 for( const item &it : worn ) {
2625 ret *= it.get_weight_capacity_modifier();
2626 worn_weight_bonus += it.get_weight_capacity_bonus();
2627 }
2628
2629 units::mass bio_weight_bonus = 0_gram;
2630 for( const bionic_id &bid : get_bionics() ) {
2631 ret *= bid->weight_capacity_modifier;
2632 bio_weight_bonus += bid->weight_capacity_bonus;
2633 }
2634
2635 ret += bio_weight_bonus + worn_weight_bonus;
2636
2638 ret += 22500_gram;
2639 }
2640
2641 if( ret < 0_gram ) {
2642 ret = 0_gram;
2643 }
2644 if( is_mounted() ) {
2645 auto *mons = mounted_creature.get();
2646 // the mech has an effective strength for other purposes, like hitting.
2647 // but for lifting, its effective strength is even higher, due to its sturdy construction, leverage,
2648 // and being built entirely for that purpose with hydraulics etc.
2649 ret = mons->mech_str_addition() == 0 ? ret : ( mons->mech_str_addition() + 10 ) * 4_kilogram;
2650 }
2651 return ret;
2652}
virtual units::mass weight_capacity() const
Definition: creature.cpp:1807
@ AEP_CARRY_MORE
Definition: enums.h:118

References AEP_CARRY_MORE, get_bionics(), get_str(), has_artifact_with(), has_trait(), is_mounted(), units::mass_max, mounted_creature, mutation_value(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, Creature::weight_capacity(), and worn.

Referenced by activate_bionic(), are_requirements_nearby(), burn_move_stamina(), can_pick_weight(), carry_weight_string(), pickup::cost_to_move_item(), overmap_ui::display(), pickup::do_pickup(), draw_speed_tab(), draw_stats_info(), draw_weightvolume_labels(), npc::drop_items(), fetch_activity(), find_best_bench(), npc::find_item(), inventory_selector::get_raw_stats(), inventory_drop_selector::get_raw_stats(), iexamine::ledge(), npc_pickup_from_stack(), trading_window::perform_trade(), recalc_speed_bonus(), set_stats(), suffer_while_awake(), and weight_carried_reduced_by().

◆ weight_carried()

◆ weight_carried_reduced_by()

units::mass Character::weight_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2553 of file character.cpp.

2554{
2555 const std::map<const item *, int> empty;
2556
2557 // Worn items
2558 units::mass ret = 0_gram;
2559 for( auto &i : worn ) {
2560 if( !without.count( &i ) ) {
2561 ret += i.weight();
2562 }
2563 }
2564
2565 // Items in inventory
2566 ret += inv.weight_without( without );
2567
2568 // Wielded item
2569 units::mass weaponweight = 0_gram;
2570 auto weapon_it = without.find( &weapon );
2571 if( weapon_it == without.end() ) {
2572 weaponweight = weapon.weight();
2573 } else {
2574 int subtract_count = ( *weapon_it ).second;
2575 if( weapon.count_by_charges() ) {
2576 item copy = weapon;
2577 copy.charges -= subtract_count;
2578 if( copy.charges < 0 ) {
2579 debugmsg( "Trying to remove more charges than the wielded item has" );
2580 copy.charges = 0;
2581 }
2582 weaponweight = copy.weight();
2583 } else if( subtract_count > 1 ) {
2584 debugmsg( "Trying to remove more than one wielded item" );
2585 }
2586 }
2587 // Exclude wielded item if using lifting tool
2588 if( weaponweight + ret > weight_capacity() ) {
2589 const float liftrequirement = std::ceil( units::to_gram<float>( weaponweight ) /
2590 units::to_gram<float>( TOOL_LIFT_FACTOR ) );
2591 if( g->new_game || best_nearby_lifting_assist() < liftrequirement ) {
2592 ret += weaponweight;
2593 }
2594 } else {
2595 ret += weaponweight;
2596 }
2597
2598 return ret;
2599}
units::mass weight_without(const excluded_stacks &without) const
Definition: inventory.cpp:1042
#define TOOL_LIFT_FACTOR

References best_nearby_lifting_assist(), item::charges, item::count_by_charges(), debugmsg, g, inv, cata::hash64_detail::ret, TOOL_LIFT_FACTOR, weapon, item::weight(), weight_capacity(), inventory::weight_without(), and worn.

Referenced by inventory_drop_selector::get_raw_stats(), and weight_carried().

◆ wield()

virtual bool Character::wield ( item target)
pure virtual

Removes currently wielded item (if any) and replaces it with the target item.

Parameters
targetreplacement item to wield or null item to remove existing weapon without replacing it
Returns
whether both removal and replacement were successful (they are performed atomically)

Implemented in npc, and avatar.

Referenced by handle_melee_wear(), mount_creature(), perform_technique(), pick_one_up(), and mattack::riotbot().

◆ wielded_items() [1/2]

std::vector< item * > Character::wielded_items ( )

Returns all equipped items that require a limb to be held.

Definition at line 159 of file melee.cpp.

160{
161 if( !weapon.is_null() ) {
162 return {&weapon};
163 }
164
165 return {};
166}

References item::is_null(), and weapon.

Referenced by player::get_eligible_containers_for_crafting(), npc_trading::init_selling(), avatar_action::plthrow(), avatar_action::reload_weapon(), and avatar_action::reload_wielded().

◆ wielded_items() [2/2]

std::vector< const item * > Character::wielded_items ( ) const

Definition at line 168 of file melee.cpp.

169{
170 if( !weapon.is_null() ) {
171 return {&weapon};
172 }
173
174 return {};
175}

References item::is_null(), and weapon.

◆ will_eat()

ret_val< edible_rating > Character::will_eat ( const item food,
bool  interactive = false 
) const

Same as can_eat, but takes consequences into account.

Asks about them if

Parameters
interactiveis true, refuses otherwise.

Definition at line 730 of file consumption.cpp.

731{
732 const auto ret = can_eat( food );
733 if( !ret.success() ) {
734 if( interactive ) {
735 add_msg_if_player( m_info, "%s", ret.c_str() );
736 }
737 return ret;
738 }
739
740 std::vector<ret_val<edible_rating>> consequences;
741 const auto add_consequence = [&consequences]( const std::string & msg, edible_rating code ) {
742 consequences.emplace_back( ret_val<edible_rating>::make_failure( code, msg ) );
743 };
744
745 const bool saprophage = has_trait( trait_SAPROPHAGE );
746 const auto &comest = food.get_comestible();
747
748 if( food.rotten() ) {
749 const bool saprovore = has_trait( trait_SAPROVORE );
750 if( !saprophage && !saprovore && !has_bionic( bio_digestion ) ) {
751 add_consequence( _( "This is rotten and smells awful!" ), edible_rating::rotten );
752 }
753 }
754
755 const bool carnivore = has_trait( trait_CARNIVORE );
756 if( food.has_flag( flag_CANNIBALISM ) && !has_trait_flag( "CANNIBAL" ) ) {
757 add_consequence( _( "The thought of eating human flesh makes you feel sick." ),
759 }
760
761 const bool edible = comest->comesttype == comesttype_FOOD || food.has_flag( flag_USE_EAT_VERB );
762
763 int food_kcal = compute_effective_nutrients( food ).kcal;
764 if( food_kcal > 0 && has_effect( effect_nausea ) ) {
765 add_consequence( _( "You still feel nauseous and will probably puke it all up again." ),
767 }
768
769 if( ( food_kcal > 0 || comest->quench > 0 ) && has_effect( effect_bloated )
770 && !food.has_flag( flag_NO_BLOAT ) ) {
771 add_consequence( _( "You're full and will vomit if you try to consume anything." ),
773 }
774
775 if( ( allergy_type( food ) != MORALE_NULL ) || ( carnivore && food.has_flag( flag_ALLERGEN_JUNK ) &&
776 !food.has_flag( flag_CARNIVORE_OK ) ) ) {
777 add_consequence( _( "Your stomach won't be happy (allergy)." ), edible_rating::allergy );
778 }
779
780 if( saprophage && edible && food.rotten() && !food.has_flag( flag_FERTILIZER ) ) {
781 // Note: We're allowing all non-solid "food". This includes drugs
782 // Hard-coding fertilizer for now - should be a separate flag later
783 //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person.
784 //~ Semantic difference, but greatly facilitates people being proud of their character.
785 add_consequence( _( "Your stomach won't be happy (not rotten enough)." ),
787 }
788
789 if( !food.has_infinite_charges() &&
790 ( ( food_kcal > 0 &&
791 get_stored_kcal() + stomach.get_calories() + food_kcal
792 > max_stored_kcal() ) ||
793 ( comest->quench > 0 && get_thirst() < comest->quench ) ) ) {
794 add_consequence( _( "You're full already and the excess food will be wasted." ),
796 }
797
798 if( !consequences.empty() ) {
799 if( !interactive ) {
800 return consequences.front();
801 }
802 std::string req;
803 for( const auto &elem : consequences ) {
804 req += elem.str() + "\n";
805 }
806
807 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
808 std::string food_tname = food.tname();
809 const nc_color food_color = food.color_in_inventory();
810 if( eat_verb || comest->comesttype == comesttype_FOOD ) {
811 req += string_format( _( "Eat your %s anyway?" ), colorize( food_tname, food_color ) );
812 } else if( !eat_verb && comest->comesttype == comesttype_DRINK ) {
813 req += string_format( _( "Drink your %s anyway?" ), colorize( food_tname, food_color ) );
814 } else {
815 req += string_format( _( "Consume your %s anyway?" ), colorize( food_tname, food_color ) );
816 }
817
818 if( !query_yn( req ) ) {
819 return consequences.front();
820 }
821 }
822 // All checks ended, it's edible (or we're pretending it is)
824}
edible_rating
Definition: character.h:164
bool has_infinite_charges() const
Definition: item.cpp:9956
The class represents a composite return value of an arbitrary function (result).
Definition: ret_val.h:21
static const std::string flag_FERTILIZER("FERTILIZER")
static const efftype_id effect_nausea("nausea")

References _, Creature::add_msg_if_player(), allergy, allergy_type(), allergy_weak, bio_digestion, bloated, can_eat(), cannibalism, item::color_in_inventory(), colorize(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), edible, effect_bloated, effect_nausea, flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_FERTILIZER(), flag_NO_BLOAT(), flag_USE_EAT_VERB(), stomach_contents::get_calories(), item::get_comestible(), get_stored_kcal(), get_thirst(), has_bionic(), Creature::has_effect(), item::has_flag(), item::has_infinite_charges(), has_trait(), has_trait_flag(), nutrients::kcal, m_info, ret_val< T >::make_success(), max_stored_kcal(), MORALE_NULL, nausea, query_yn(), cata::hash64_detail::ret, rotten, item::rotten(), stomach, string_format(), item::tname(), too_full, trait_CARNIVORE, trait_SAPROPHAGE, and trait_SAPROVORE.

Referenced by item::color_in_inventory(), npc::consume_food(), eat(), find_auto_consume(), examine_item_menu::rate_action_eat(), and npc::value().

◆ worn_position_to_index()

static int Character::worn_position_to_index ( int  position)
inlinestatic

Definition at line 1091 of file character.h.

1091 {
1092 return -2 - position;
1093 }

References position.

Referenced by advanced_inventory::action_examine(), get_item_position(), i_at(), i_rem(), and avatar_action::wield().

◆ worn_with_flag()

Member Data Documentation

◆ _skills

◆ activity

player_activity Character::activity

Definition at line 1570 of file character.h.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), assign_stashed_activity(), iexamine::autodoc(), activity_handlers::build_do_turn(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), character_effects::calc_focus_equilibrium(), cancel_activity(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), check_outbounds_activity(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), veh_interact::complete_vehicle(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), npc::do_player_activity(), npc::do_pulp(), avatar::do_read(), game::do_turn(), player_activity::do_turn(), pickup_activity_actor::do_turn(), npc::drop(), eff_fun_bleed(), fall_asleep(), fetch_activity(), iuse::fill_pit(), activity_handlers::find_mount_do_turn(), npc::finish_read(), iuse::fishing_rod(), game::forced_door_closing(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), player_activity::get_progress_message(), talk_function::give_aid(), talk_function::give_all_aid(), avatar_funcs::gunmod_add(), iuse::hacksaw(), iuse::hand_crank(), game::handle_key_blocking_activity(), hardcoded_effects(), has_activity(), npc::has_player_activity(), in_sleep_state(), install_bionics(), vehicle::interact_with(), inv_internal(), iuse::jackhammer(), load(), npc::load(), iuse::makemound(), monexamine::milk_source(), mine_activity(), npc::move(), map::move_vehicle(), npc::on_load(), iuse::oxytorch(), perform_zone_activity_turn(), iuse::pickaxe(), game::place_player(), monexamine::play_with(), iuse::portable_game(), game::process_activity(), sounds::process_sound_markers(), process_turn(), game::process_voluntary_act_interrupt(), avatar::read(), npc::reboot(), avatar_action::reload(), DefaultRemovePartHandler::removed(), activity_handlers::repair_item_finish(), resume_backlog_activity(), npc::revert_after_activity(), iexamine::rubble(), iexamine::safe(), conditional_t< T >::set_has_activity(), npc::set_mission(), monexamine::shear_animal(), show_armor_layers_ui(), iexamine::shrub_wildveggies(), smash(), player::start_craft(), store(), npc::talk_to_u(), avatar_funcs::toolmod_add(), iexamine::trap(), try_start_hacking(), uninstall_bionic(), update_needs(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), cast_spell_actor::use(), heal_actor::use_healing_item(), vehicle_activity(), and iuse::vibe().

◆ activity_vehicle_part_index

◆ addictions

◆ ammo_location

item_location Character::ammo_location

Definition at line 1597 of file character.h.

◆ anchor

safe_reference_anchor Character::anchor
private

Definition at line 2275 of file character.h.

Referenced by get_safe_reference().

◆ auto_move_route

std::vector<tripoint> Character::auto_move_route
private

◆ autolearn_skills_stamp

pimpl<SkillLevelMap> Character::autolearn_skills_stamp
mutableprotected

Stamp of character skills.

learned_recipes are valid only with this set of skills.

Definition at line 2172 of file character.h.

Referenced by get_learned_recipes(), load(), and store().

◆ backlog

◆ bio_soporific_powered_at_last_sleep_check

bool Character::bio_soporific_powered_at_last_sleep_check = false

Definition at line 2154 of file character.h.

Referenced by character_funcs::roll_can_sleep(), and avatar_funcs::try_to_sleep().

◆ blocks_left

int Character::blocks_left = 0

Definition at line 568 of file character.h.

Referenced by block_hit(), player::player(), and process_turn().

◆ body_wetness

◆ cached_crafting_inventory

inventory Character::cached_crafting_inventory
private

Definition at line 2271 of file character.h.

Referenced by crafting_inventory().

◆ cached_moves

int Character::cached_moves = 0
private

Definition at line 2269 of file character.h.

Referenced by crafting_inventory().

◆ cached_mutations

std::vector<const mutation_branch *> Character::cached_mutations
protected

◆ cached_position

tripoint Character::cached_position
private

Definition at line 2270 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ cached_time

time_point Character::cached_time

Definition at line 1600 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ camps

std::set<tripoint_abs_omt> Character::camps

◆ cash

int Character::cash = 0

◆ check_encumbrance

bool Character::check_encumbrance = true
private

◆ consumption_history

pimpl<consumption_history_t> Character::consumption_history

Definition at line 1584 of file character.h.

Referenced by eat(), fun_for(), load(), and store().

◆ controlling_vehicle

◆ custom_profession

std::string Character::custom_profession

◆ damage_bandaged

std::array<int, num_hp_parts> Character::damage_bandaged

Definition at line 1562 of file character.h.

Referenced by heal_actor::finish_using(), load(), regen(), and player::store().

◆ damage_disinfected

std::array<int, num_hp_parts> Character::damage_disinfected

Definition at line 1562 of file character.h.

Referenced by iexamine::autodoc(), heal_actor::finish_using(), load(), regen(), and player::store().

◆ death_drops

bool Character::death_drops = true

Definition at line 252 of file character.h.

Referenced by npc::npc(), place_corpse(), and player::player().

◆ destination_activity

player_activity Character::destination_activity
private

◆ destination_point

◆ dex_bonus

int Character::dex_bonus = 0
protected

◆ dex_cur

◆ dex_max

◆ dodges_left

int Character::dodges_left = 0

Definition at line 569 of file character.h.

Referenced by get_dodge(), game::is_game_over(), on_dodge(), player::player(), and process_turn().

◆ drench_capacity

std::array<int, num_bp> Character::drench_capacity

◆ enchantment_cache

◆ encumbrance_cache

pimpl<char_encumbrance_data> Character::encumbrance_cache
protected

Definition at line 2144 of file character.h.

Referenced by encumb(), extraEncumbrance(), get_encumbrance(), and reset_encumbrance().

◆ fac_id

◆ faction_api_version

int Character::faction_api_version = 2
protected

◆ fatigue

int Character::fatigue = 0
private

◆ fleshy

const std::vector< material_id > Character::fleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
static

Definition at line 783 of file character.h.

Referenced by made_of(), and made_of_any().

◆ focus_pool

◆ follower_ids

std::set<character_id> Character::follower_ids

Definition at line 1593 of file character.h.

◆ frostbite_timer

std::array<int, num_bp> Character::frostbite_timer

Definition at line 2287 of file character.h.

Referenced by load(), store(), and update_bodytemp().

◆ hauling

bool Character::hauling = false

Definition at line 1566 of file character.h.

Referenced by is_hauling(), player::player(), start_hauling(), and stop_hauling().

◆ healed_total

std::array<int, num_hp_parts> Character::healed_total

Definition at line 1774 of file character.h.

Referenced by healed_bp(), load(), and store().

◆ healthy

int Character::healthy = 0
protected

How healthy the character is.

Definition at line 2133 of file character.h.

Referenced by get_healthy(), load(), mod_healthy(), set_healthy(), and store().

◆ healthy_mod

int Character::healthy_mod = 0
protected

Definition at line 2134 of file character.h.

Referenced by get_healthy_mod(), load(), mod_healthy_mod(), set_healthy_mod(), and store().

◆ id

◆ in_vehicle

◆ init_age

int Character::init_age = 25
protected

age in years at character creation

Definition at line 2137 of file character.h.

Referenced by age(), base_age(), load(), mod_base_age(), avatar::randomize(), reset_chargen_attributes(), set_base_age(), and store().

◆ init_height

int Character::init_height = 175
protected

height at character creation

Definition at line 2139 of file character.h.

Referenced by base_height(), height(), load(), mod_base_height(), avatar::randomize(), reset_chargen_attributes(), set_base_height(), and store().

◆ int_bonus

int Character::int_bonus = 0
protected

◆ int_cur

◆ int_max

◆ inv

inventory Character::inv

Definition at line 1573 of file character.h.

Referenced by inventory_selector::add_character_items(), advanced_inventory_pane::add_items_from_area(), allocated_invlets(), npc::alt_attack(), autoclave_internal(), autodoc_internal(), behavior::character_oracle_t::can_make_fire(), can_pick_volume(), player::can_start_craft(), iuse_transform::can_use(), behavior::character_oracle_t::can_wear_warmer_clothes(), debug_menu::character_edit_menu(), game_menus::inv::common(), game_menus::inv::compare(), complete_craft(), consume(), npc::consume_cbm_items(), npc::consume_food(), convert_to_items(), crafting_inventory(), avatar::create(), npc::decide_needs(), die(), dispose_item(), npc::dispose_item(), drop_invalid_inventory(), npc::drop_items(), findBestGasDiscount(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_item_position(), item::get_remaining_capacity_for_liquid(), get_weight(), behavior::character_oracle_t::has_food(), npc::has_painkiller(), behavior::character_oracle_t::has_water(), npc::heal_self(), i_add(), i_add_or_drop(), i_at(), i_rem(), tutorial_game::init(), npc_trading::init_buying(), npc_trading::init_selling(), inv_dump(), inv_internal(), irradiate(), leak_level(), avatar::load(), load(), npc::mug_player(), game_menus::inv::multidrop(), iexamine::pay_gas(), pour_into(), process_items(), iuse::radiocar(), npc::randomize(), game_menus::inv::reassign_letter(), item::reload(), pickup::reorder_for_dropping(), player::select_requirements(), set_item_inventory(), npc::shop_restock(), show_armor_layers_ui(), iuse::smoking(), starting_inv(), avatar::store(), player::store(), game_menus::inv::swap_letters(), avatar_action::swim(), takeoff(), character_funcs::try_wield_contents(), unwield(), npc::update_worst_item_value(), use_amount(), npc::use_painkiller(), volume_carried(), volume_carried_reduced_by(), wash_items(), wear_item(), wear_possessed(), weight_carried_reduced_by(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), and memorial_logger::write().

◆ known_traps

trap_map Character::known_traps
protected

Definition at line 2143 of file character.h.

Referenced by add_known_trap(), knows_trap(), load(), and store().

◆ last_climate_control_ret

bool Character::last_climate_control_ret = false

Definition at line 2292 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ last_item

◆ last_sleep_check

time_point Character::last_sleep_check = calendar::turn_zero

Definition at line 2153 of file character.h.

Referenced by player::load(), character_funcs::roll_can_sleep(), and player::store().

◆ last_target

weak_ptr_fast<Creature> Character::last_target

Definition at line 1594 of file character.h.

Referenced by aim_activity_actor::finish().

◆ last_target_pos

std::optional<tripoint> Character::last_target_pos

Definition at line 1595 of file character.h.

Referenced by reach_attack(), and ranged::throw_item().

◆ learned_recipes

pimpl<recipe_subset> Character::learned_recipes
mutableprotected

Subset of learned recipes.

Needs to be mutable for lazy initialization.

Definition at line 2174 of file character.h.

Referenced by avatar::create(), get_learned_recipes(), learn_recipe(), load(), and store().

◆ magic

◆ male

◆ martial_arts_data

◆ max_power_level

◆ melee_miss_reasons

struct weighted_int_list< std::string > Character::melee_miss_reasons
private

Definition at line 2267 of file character.h.

Referenced by add_miss_reason(), clear_miss_reasons(), and get_miss_reason().

◆ morale

◆ mounted_creature

◆ mounted_creature_id

int Character::mounted_creature_id = 0

Definition at line 1614 of file character.h.

Referenced by load().

◆ move_mode

◆ mut_drench

std::array<std::array<int, NUM_WATER_TOLERANCE>, num_bp> Character::mut_drench
protected

Definition at line 857 of file character.h.

Referenced by apply_wetness_morale(), and drench_mut_calc().

◆ mutation_category_level

std::map<std::string, int> Character::mutation_category_level

◆ my_bionics

◆ my_fac

◆ my_mutations

mutation_collection Character::my_mutations

Traits / mutations of the character.

Key is the mutation id (it's also a valid key into mutation_data), the value describes the status of the mutation. If there is not entry for a mutation, the character does not have it. If the map contains the entry, the character has the mutation.

Definition at line 2152 of file character.h.

Referenced by activate_mutation(), active_light(), clear_mutations(), avatar::create(), deactivate_mutation(), get_mutations(), get_overlay_ids(), has_active_mutation(), has_opposite_trait(), has_trait(), load(), mutation_effect(), mutation_spend_resources(), rebuild_mutation_cache(), set_mutation(), detail::show_mutations_ui_internal(), store(), suffer(), switch_mutations(), toggle_trait(), and unset_mutation().

◆ my_traits

std::unordered_set<trait_id> Character::my_traits
protected

Contains mutation ids of the base traits.

Definition at line 2159 of file character.h.

Referenced by clear_mutations(), get_base_traits(), has_base_trait(), load(), store(), and toggle_trait().

◆ name

std::string Character::name

Definition at line 1558 of file character.h.

Referenced by assign_activity(), vehicle::automatic_fire_turret(), bionics_install_failure(), map::board_vehicle(), body_window(), butcher_corpse_activity(), butchery_drops_harvest(), talk_function::buy_100_logs(), talk_function::buy_10_logs(), talk_function::buy_haircut(), talk_function::buy_shave(), veh_interact::calc_overview(), can_wear(), enchantment::cast_enchantment_spell(), debug_menu::character_edit_menu(), avatar::character_to_template(), activity_handlers::chop_logs_finish(), game::cleanup_at_end(), veh_interact::complete_vehicle(), target_ui::confirm_non_enemy_target(), npc::consume_food(), consume_item(), avatar::create(), mission_end::deposit_box(), item_location::impl::item_on_person::describe(), diary::diary(), npc::die(), disp_name(), npc::do_reload(), overmap_ui::draw_ascii(), draw_tip(), npc::drop_items(), dialogue::dynamic_line(), talk_function::end_conversation(), enumerate_unmet_requirements(), npc::execute_action(), extended_description(), npc::faction_display(), fetch_activity(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_plant(), basecamp::finish_return(), ranged::fire_gun(), overmapbuffer::fix_npcs(), talk_function::flee(), talk_function::forage_return(), game::forced_door_closing(), npc::form_opinion(), iuse::geiger(), generic_multi_activity_locations(), get_name(), avatar::get_save_id(), vehicle::get_targeting_npc(), talk_function::give_aid(), talk_function::give_all_aid(), talk_function::give_equipment(), npc::go_to_omt_destination(), npc::handle_sound(), hardcoded_effects(), iexamine::harvest_plant(), healing_rate(), talk_function::hostile(), tutorial_game::init(), talk_function::insult_combat(), activity_handlers::jackhammer_finish(), talk_function::labor_return(), talk_function::leave(), load(), npc_template::load(), game::load(), npc::load_npc_template(), make_fake_npc(), melee_attack(), talk_function::morale_chat_activity(), npc::move(), move_item(), npc::move_to(), npc::mug_player(), mutation_attacks(), game::npc_menu(), npc_temp_orders_menu(), npc_throw(), on_hit(), npc::on_load(), dialogue::opt(), perform_technique(), trading_window::perform_trade(), petfood(), pick_name(), npc::pick_up_item(), activity_handlers::pickaxe_finish(), place_corpse(), mission_start::place_dog(), mission_start::place_npc_software(), npc::print_info(), print_info(), avatar::randomize(), talk_function::remove_overseer(), reveal_target(), rod_fish(), avatar::save_template(), npc::say(), npc::scan_new_items(), talk_function::scavenging_patrol_return(), talk_function::scavenging_raid_return(), npc::set_attitude(), set_description(), talk_function::set_npc_pickup(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_buy_monster(), talk_effect_fun_t::set_u_sell_item(), npc::setpos(), short_description_parts(), show_armor_layers_ui(), show_photo_selection(), map::smash_trap(), standard_npc::standard_npc(), talk_function::start_mugging(), game_menus::inv::steal(), talk_function::stop_following(), talk_function::stop_guard(), store(), talk_function::stranger_neutral(), suffer_from_schizophrenia(), survive_random_encounter(), npc::talk_to_u(), tidy_activity(), npc::travel_overmap(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), update_time_fixed(), trading_window::update_win(), npc::warn_about(), main_menu::world_tab(), and memorial_logger::write().

◆ next_climate_control_check

time_point Character::next_climate_control_check

Definition at line 2291 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ next_expected_position

std::optional<tripoint> Character::next_expected_position
private

◆ npc_ai_info_cache

std::array<double, npc_ai_info::num_npc_ai_info> Character::npc_ai_info_cache
mutableprivate

◆ nv_cached

bool Character::nv_cached = false

Definition at line 1563 of file character.h.

Referenced by action_taken(), has_nv(), player::player(), and reset_stats().

◆ nv_range

float Character::nv_range = 0
protected

Definition at line 2179 of file character.h.

Referenced by get_vision_threshold(), and recalc_sight_limits().

◆ omt_path

◆ overmap_time

std::unordered_map<point_abs_omt, time_duration> Character::overmap_time
protected

Amount of time the player has spent in each overmap tile.

Definition at line 2283 of file character.h.

Referenced by apply_persistent_morale(), load(), process_turn(), and store().

◆ oxygen

◆ path_settings

pimpl<pathfinding_settings> Character::path_settings
mutableprotected

Cache for pathfinding settings.

Most of it isn't changed too often, hence mutable.

Definition at line 2190 of file character.h.

Referenced by get_pathfinding_settings(), npc::get_pathfinding_settings(), avatar::grab(), and npc::npc().

◆ per_bonus

int Character::per_bonus = 0
protected

◆ per_cur

◆ per_max

◆ pkill

int Character::pkill = 0
private

◆ position

◆ power_level

units::energy Character::power_level
private

◆ prof

◆ radiation

int Character::radiation = 0
private

Definition at line 2260 of file character.h.

Referenced by get_rad(), load(), set_rad(), and store().

◆ reach_attacking

bool Character::reach_attacking = false

Definition at line 618 of file character.h.

Referenced by melee_attack(), and reach_attack().

◆ reactor_plut

int Character::reactor_plut = 0

Definition at line 1588 of file character.h.

Referenced by player::load(), and player::store().

◆ recoil

◆ scent

int Character::scent = 0

Definition at line 1579 of file character.h.

Referenced by process_turn().

◆ sight_max

int Character::sight_max = 0
protected

Definition at line 2180 of file character.h.

Referenced by player::player(), recalc_sight_limits(), sight_range(), and unimpaired_range().

◆ size_class

m_size Character::size_class = MS_MEDIUM
protected

Size class of character.

Definition at line 2141 of file character.h.

Referenced by get_size(), and recalculate_size().

◆ sleep_deprivation

int Character::sleep_deprivation = 0
private

◆ slow_rad

int Character::slow_rad = 0

Definition at line 1589 of file character.h.

Referenced by player::load(), and player::store().

◆ stamina

int Character::stamina = 0
private

Definition at line 2251 of file character.h.

Referenced by get_stamina(), load(), mod_stamina(), set_stamina(), and store().

◆ stashed_outbounds_activity

◆ stashed_outbounds_backlog

player_activity Character::stashed_outbounds_backlog

◆ stim

int Character::stim = 0
private

Definition at line 2257 of file character.h.

Referenced by get_stim(), load(), mod_stim(), set_stim(), and store().

◆ stomach

◆ stored_calories

int Character::stored_calories = 0
private

Needs (hunger, starvation, thirst, fatigue, etc.)

Definition at line 2248 of file character.h.

Referenced by get_hunger_description(), get_stored_kcal(), load(), mod_stored_kcal(), set_stored_kcal(), and store().

◆ str_bonus

int Character::str_bonus = 0
protected

Bonuses to stats, calculated each turn.

Definition at line 2127 of file character.h.

Referenced by get_str(), get_str_bonus(), load(), mod_str_bonus(), reset_bonuses(), set_str_bonus(), and store().

◆ str_cur

◆ str_max

◆ tank_plut

int Character::tank_plut = 0

Definition at line 1587 of file character.h.

Referenced by player::load(), and player::store().

◆ temp_conv

◆ temp_cur

◆ thirst

int Character::thirst = 0
private

Definition at line 2250 of file character.h.

Referenced by get_thirst(), get_thirst_description(), load(), mod_thirst(), set_thirst(), and store().

◆ time_died

time_point Character::time_died = calendar::before_time_starts
protected

Definition at line 2184 of file character.h.

Referenced by get_time_died(), and set_time_died().

◆ type_of_scent

scenttype_id Character::type_of_scent
private

Definition at line 2265 of file character.h.

Referenced by get_type_of_scent(), load(), set_type_of_scent(), and store().

◆ vision_mode_cache

std::bitset<NUM_VISION_MODES> Character::vision_mode_cache
protected

◆ vitamin_levels

std::map<vitamin_id, int> Character::vitamin_levels
protected

Current deficiency/excess quantity for each vitamin.

Definition at line 2203 of file character.h.

Referenced by load(), player::player(), store(), vitamin_get(), vitamin_mod(), and vitamin_set().

◆ weapon

◆ worn

std::list<item> Character::worn

Definition at line 1561 of file character.h.

Referenced by absorb_hit(), active_light(), advanced_inventory_pane::add_items_from_area(), npc::adjust_worn(), allocated_invlets(), amount_worn(), best_shield(), bodypart_exposure(), can_swap(), can_takeoff(), can_wear(), debug_menu::character_edit_menu(), check_and_recover_morale(), check_art_charge_req(), check_item_encumbrance_flag(), relic_funcs::check_recharge_reqs(), consume(), covered_with_flag(), crafting_inventory(), deal_damage(), dispose_item(), npc::dispose_item(), exclusive_flag_coverage(), extended_description(), fire(), get_armor(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), get_dependent_worn_items(), get_effective_efficiency(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_env_resist(), get_item_position(), get_overlay_ids(), get_weight(), hardcoded_effects(), has_artifact_with(), head_cloth_encumbrance(), i_at(), i_rem(), in_climate_control(), inv_dump(), character_funcs::is_bp_immune_to(), is_wearing(), is_wearing_active_optcloak(), is_wearing_active_power_armor(), is_wearing_helmet(), is_wearing_on_bp(), is_wearing_power_armor(), is_wearing_shoes(), is_worn(), item_encumb(), item_worn_with_flag(), load(), natural_attack_restricted_on(), item::on_wear(), map::player_in_field(), position_to_wear_new_item(), npc::print_info(), process_items(), item::process_tool(), remove_worn_items_with(), short_description_parts(), show_armor_layers_ui(), standard_npc::standard_npc(), starting_clothes(), player::store(), npc::stow_item(), swim_speed(), takeoff(), update_bodytemp(), set_transform_iuse::use(), use_amount(), volume_capacity_reduced_by(), npc::wear_if_wanted(), wear_item(), wearing_something_on(), weight_capacity(), weight_carried_reduced_by(), weather_effect::wet_player(), avatar::wield(), avatar_action::wield(), worn_with_flag(), and memorial_logger::write().


The documentation for this class was generated from the following files: